Firn'gaer Monday September 10th, 2007 7:44:41 PM
Firn'gaer is with the rest of the group in case Peerimus needs help. Then Firn'gaer can warn the others and mount a concerted rescue.
Tales of Treasure [DM SteveK] Monday September 10th, 2007 7:52:53 PM
Aaaannndddd... I am announcing that I am taking my official sceptre as DM of Children of Chaos!!! :) - SteveK .............
Most of the Children are content to dry off and get warm by drink and fire at the INN. The song, tales, and laughter flows freely in a companionable aptmosphere.
Quinn is certain through his spell that Peerimus is currently in no trouble.
Yet Chester recoils at Randall's words. "But, but, the weather has been ordained by the Powers! Circumventing our proper chastisement would be a sign that the people are not repentant of thier sins. No, no, attempting to control the weather to make it more likeable would be very bad indeed!"
And on the rain-tossed sea, Peerimus gets a tale (somewhat long) from the fish-woman through the dolphin...
It turns out the fish-woman is a Triton by the name of Tieria and her companion is EEEkkkeeekk'kk.
Tieria explains the story "as my people tell it." ... "The tritons were comfortable and happy living on an ancient mountain. They had defeated all enemies in their territory and had built strong defenses, the best of which was the Obsidian Palace at the center of the mountain. Yet the seas ever change, and a lifetime ago, the mad triton king caused to be fashioned two great statues of obsidian and coral. When the statues were complete, the triton king announced he would never have to rely on flesh to defend the Mount, for the statues would guard it and the tritons would be safe. Touching both statues he boasted in a loud voice, Yes, no living thing can get in the palace with these guardians!" "And then the statues moved and killed the king. They then began to kill everything in the palace, be it animal, plant, or triton within its walls. The people fled with only their lives far to the west, and have began anew, but life is hard."
Tieria has grown up on the hard life and these stories and quested for the Triton Palace to bring back Mittani's Conch, a valuable magical item that could help her people. It is a conch shell a full four feet long and two foot wide; white as dead coral on the outside and all the colors of a sunbeam through shallow water on the inside.
Tieria wants the Conch, and is willing to renounce all triton claims on the rest of the treasure!
Quinn Monday September 10th, 2007 8:06:30 PM
Quinn has a moment of reflection and announces "Peerimus is still safe. I do believe it is Kazak's round. What are we drinking this time?"
Quinn waits patiently for his new drink to arrive.
Posting Report For: Monday September 10th, 2007 10:14:31 PM
Game #4 Children of Chaos For the week of September 3, 2007
Dweezil was in a foul mood. It had rained almost nonstop the entire last week of their journey to Heranmar. The caravan's three wagons got stuck in the mud so frequently that Dweezil had nearly resorted to flying the rest of the way. At last they reached the town and Dweezil flapped off lazily to the Inn. It would be good to get out of the rain thought the imp. The only thing Dweezil hated more than water was the cold. With his luck, the Children of Chaos would soon travel to an icy mountaintop, thus ensuring the imp's misery. Inside, the news was not much better. The adventurers ate and drank discussing what sounded very much like an exploration of an underwater area. "Bene Tellemara", the imp muttered. I hope the ring my master gave me will allow me to follow." The imp wondered if he should test it first...
Durgan Monday September 10th, 2007 10:17:06 PM
"Here, Quinn try this. It is a dwarven ale. Rumored to allow those drinkin it to breathe water. Or mebbe you just dream about swimmin while yer unconscious."
Trace and Shadow Tuesday September 11th, 2007 2:00:50 AM
Trace gives up on a quick return and heads for the inn with the rest. Once in he dries himself and Shadow off and finds a spot near the others but where he can put his back against the wall. He orders some wine bread and cheese and some cuts of meat for shadow to enjoy. He stays in ear shot to chime in on conversation at times if needed.
What do yall think about selling the compond in Hook and having one built here. Maybe make it a stronghold and have the local police work out of a section of it and we could occupie upper levels? Just throwing it out there. The consturction of this would bring money into the town and help it grow. Maybe even help it grow into a kingdom of its own, if that is not too rash to say. Are we in someones kingdome or is this just a self governed area?
Vinder the Hilt Tuesday September 11th, 2007 9:54:07 AM
"You would need more than just a fort to build up such a town," Vinder says to Trace. "Trade. That's what makes a town a city. Heranmar needs to provide some value to the trade market, otherwise it will remain at its current size."
"What do you think Peerimus will find in the sea?" he asks the others. "I've heard there are intelligent races that live in the water, but I've personally never met any. Has anyone here?"
Savin Tuesday September 11th, 2007 10:58:56 AM
Savin is still chatting with the tanner trying to get him to name a price on the house he is selling and to get a better idea of the size of the land it sits on and the outbuildings it currently has. Not sure if the any of the outbuildings could be used as a temporary school.
Once those negotiations are done, Savin will join the others in the Inn
SteveK: Boy, don't I feel sheepish... The tanner will settle on 5,000gp for outright purchase of the property and buildings, whatever furniture and stuff included.
Kazak Tuesday September 11th, 2007 3:52:39 PM
Drinking deeply from his mug of ale ...the dwarf smiles as Quinn suggests its his round to buy " sure thing.....some good strong ale.....dwarven ale at that ......thats the secret why dwarves are so strong " as Kazak flex's his arms to show his well defined biceps.
"Another round of drinks " roars the dwarf good naturedly to the nearest barmaid
Casually looking around at everyone gathered at their table ....Kazak reflects " we all seem to be fitting in just fine......a solid group of people.....Durgan and me fell into a good situation reflects the 4'1" dwarf as he enjoys the festive atmosphere
Peerimus Tuesday September 11th, 2007 5:26:18 PM
Peerimus confirms with Tieria that the conch shell in question would most likely lie within the Obsidian Palace at the center of the mountain and that she has no reason to believe the golems would have left the area. he will also ask about depth, distance and if any air exists within the Palace.
"Were Surface dwellers, from what you know, ever taken into consideration of visiting?"
Peerimus will tell her that his companions will need a few days to prepare. Perhaps they could meet here upon the surface in 4 days and she could get them to the general area wehre they would then go in and retrieve the Shell. If possible Peerimus tells her they will cleanse the Palace of any threats as well. Peerimus also conveys that he hopes this could be the beginnings of friendship between himself and the Triton community.
Peerimus then turns and Hussles homeward, arriving in just under two hours. He shifts in the gentle surf and slogs ashore and with a smile on his face to the rain and the experience he just had. A very wet druid makes his way to the INN for a hot drink and to tell his companions everything.
Firn'gaer Tuesday September 11th, 2007 6:41:40 PM
"Hopefully he won't find one that thinks dolphin is a delicacy." He responds to Vinder. "I think he'll be fine. If anyone would be at home in the water, it would be Peerimus. You'll see he be back in short order. If not...we're really too far to help him out anyway."
"See, I told you he'd be fine." He says as the wet druid enters the INN.
*Prestidigitation-Dry* on the druid when his wet form is near enough to the wizard.
Look What the Yorrick Dragged In [DM SteveK] Tuesday September 11th, 2007 7:21:24 PM
Savin gets the offer of 5,000gp for the house, land, and outbuildings to start his school.
The Children are having a time full of commraderie when in the early afternoon a VERY wet and tired Peerimus drags himself into the INN. The druid also has a smile on his face, and tells of his successful meeting with Tieria the Triton.
Tieria has told Peerimus that she has no reason to believe that the conch is anywhere other than the Palace and that she is certain the golems are still there. Going through various interpretations of distances, it appears that the Palace is close to 300 feet below the surface. The Tritons never cared about air-breathing visitors, and (as Tieria actually thinks that having air pockets in a Triton home quite funny) she is pretty sure there wouldn't be any support for the Humans in that regard. Tieria has been patient so far in trying to get the treasure for her people, and sees no problem waiting. "In four days time, EEEkkkeeekk'kk will be outside your harbor to convey you hence. I will then lead to to directly over the mountain so you may attain our prizes."
Savin Tuesday September 11th, 2007 9:14:21 PM
Savin's mouth drops open at the price of the cottage and he starts laughing. "I am a monk, not a banker. I am sorry friend but I don't have that kind of cash for a cottage I don't expect to spend all that much time at."
(Savin at the Inn)Savin listens to Peerimus's description of where they are going and slaps his knee and says, "I knew I shouldn't have sold that Pearl of Sirines. Still I did so no use crying over spilt milk. Peerimus, will you be able to provide us breathable air?
So we are going to be fighting golems? This is what? our third time? Nasty creatures. Why are we doing this again?"
Durgan Tuesday September 11th, 2007 10:33:09 PM
"Trace, if we built a compound here, would it have a forge?"
"Vinder, I never met any water breathers." Durgan mumbles something into his mug that sounds like fiddlesticks.
"Yup", he says to Peerimus. Goin swimmin.
Trace and Shadow Wednesday September 12th, 2007 1:51:41 AM
to Durgan, of course it will have a forge. We will need to make it our home as well as a stronghold for the community. As far as money going in and out of town, I belive it being a port town is a good start and if we show the rest of the wold we can protect goods coming in and out of the port then maybe more will arrive. I have never been much of a city person but the thought of helping this one grow appeals to me. I have seen it through some hard times and now feel like this is my home more than any other I have had.
I have some potions for water breathing but I think more will be needed. What kind of affect do you think a bow will have under water or will this be all done by stabbing weapons if needed. I am not sure about combat under water but if we can get our foe to rise up above the water maybe to chase us then maybe we have a chance. Also how big is the defenders and if we go out in a boat will they just simply sink it? I think if we get them up on top of the water and we have some fly spells, water walk spells or potions and some water breathing potions then we can make a diffrence. Not much on answers but I am good about pointing out problems that we might run into.
Quinn Wednesday September 12th, 2007 9:51:37 AM
Quinn listens to Peerimus's tale "Golems, Golems, they are very tough if I remember. Wait Brother Kazak is the Golem killer. I feel much better knowing that our stout dwarf friend will keep the golems off the rest of us while we fight what ever else has moved into the palace."
Quinn looks arounds "I think we have to go back to the catacombs. How long do those water breathing potions last? How long will we be down there? Any thoughts?"
Quinn drains his ale and stands ready for action.
Vinder the Hilt Wednesday September 12th, 2007 1:08:26 PM
Vinder listens to Peerimus retell his discussions with the Triton.
"I feel your pain, Trace," he says, running a thumb up and down his mug in contemplation. "I just purchased a crossbow that I will be unable to use."
Vinder shakes his head as the others discuss how to function under water. "I haven't got anything to let me go under water. I'll need someone to either spot me some money or magic me up, sorry to say."
Firn'gaer Wednesday September 12th, 2007 2:59:44 PM
"Waterbreathing is not going to be an issue. I'll have that covered. The golems on the other hand...let's just say mages don't have a lot in the way of dealing with them. So don't rely too heavily on combat support from the mages. I'll be preparing for group support...and trying to keep the beef between them and me."
Savin Illegal post Wednesday September 12th, 2007 4:29:06 PM
Savin laughs at Firn'gaer's comments and says, "Isn't that what all your wizards do. Use us fighter types as human shields when the fist hits the flesh? Still you mages are handy to have around so we don't really mind, especially if you make it so I can breath underwater."
Quinn (second illegal post) Wednesday September 12th, 2007 4:29:20 PM
Quinn has a revelation that he can cast waterbreathing on himself!!!!! Third level spells are at a preminum for Quinn and he will not be able to take more than one or two.
Thrid Level Staples:
Magical Vestments x2 Dispel Magic Seering Light Etc.
Kazak Wednesday September 12th, 2007 4:46:18 PM
The dwarf chimes in " underwater ??...well swimming isn't exactly my favorite thing to do....i have a tendency to sink straight to the bottom as the last battle proved " chuckles Kazak
"Good point Savin " laughs Kazak " but does anyone know what tactics might be more effective underwater ?? and how about how movement will be affected ??"
"i sorta like to know what i'm getting into"
Nodding at Trace's comments to his brother " yeah this seems like a very nice play......starting some type of stronghold or base ...we could help the local economy and maybe improve trade.......i could help train some masons and see if we can build up the industry ......hopefully the surrounding areas have some good resources for that type of business
Randall Wednesday September 12th, 2007 5:15:29 PM
Randall drains his drink and then looks up at his companions...
" One, and amulet of adaptation will deal with any breating problem. I'd worry more about what effects the water's pressure will be on us... maybe a apparatus of Kwalis would do the trick. "
"Two, a scarab of golem bane will not only help us detect golems but also allow us to bypass their special protections. "
"Three, I like the wonderer's life. A stronghold of anykind is not high on my list of priorities..."
" Four, I'll look up underwater battle tactics in my new little book. It seems to know a whole lot of things as long as I concentrate on it first... "
:: And he does. ::
Plans Near the Fire [DM SteveK] d20+11=21 Wednesday September 12th, 2007 6:16:30 PM
Peerimus stays quiet while the others discuss what equipment, magic, and tactics may be needed for an underwater retrieval of the magical conch for the Triton, and all the other treasure for themselves.
Questions are brought up and thought of, like 'if they start right over the sea mount, how long would it take to swim or sink 300 feet, find the palace, fight two golems, locate the treasure, and haul it all back up.' Only the heroes themselves can come up with those sorts of estimates, for there is no one else in Heranmar with the knowledge.
The lack of ready money is also identified as a problem. A suggestion of pooling available funds and purchasing joint ownership items is discussed. A list to purchase would prove useful...
Randall checks out his portable library and his Book of Knowledge (DM roll: 21) and learns the following things... - drowning is a problem when under water. - deep water pressure can damage creatures not used to the water. - light becomes a problem after 100-200 feet below water. - thrown weapons are ineffective underwater, and other ranged weapons' accuracy and range is drastically reduced. - slashing and bludgeoning melee weapons are less effecive than piercing. - some spell effects are altered underwater.
Durgan Wednesday September 12th, 2007 7:24:45 PM
"Drowning is a problem when under water... Randall, ye are spoken like a true dwarf. But if Firn'gaer can take care of the breathing bit, I think we could get it done."
Quinn Wednesday September 12th, 2007 11:56:50 PM
Quinn looks around "I will take at least two waterbreathing spells and they will last 13 hours. I already have freedom of movement from Gargul, so I am covered. If the spell users take two or three of the waterbreathing spell we are close to covered. Our cousin Peerimus may have other plans as in swimming about."
Quinn hefts his mace "My problem, and I admit I have many, at least under water is the use of my mace, which I fear may be reduced. I can summon assistance as most direct spell will not effectt he golems."
Quinn starts to twirl his goatee is thought "Light spells are easy enough to take for the depth and so are everburning torches and sunrods. Pressure is a problem I do not know how to deal with. Thoughts?"
Quinn looks down on Kazak "Are you ready to lead the charge Cousin? The front end of the battle will lie on your broad shoulders. I am sure we will all back you up, but we will not have your golem mastery. Do not worry, I will put a good word in with Gargul if you happen to fall."
Randall. Thursday September 13th, 2007 7:24:43 AM
Randall realizes that he's going to have to go back to the Star Mage Guild and learn some new spells....
" Okay guys, let me go through the book of knowledge again. Throw some more questions my way and I'll look them up too... "
1- How to communicate underwater 2- What are the different magical ways to survive underwater. 3- How are firebased spells altered when cast underwater.
And he does.
Vinder the Hilt Thursday September 13th, 2007 10:01:28 AM
As the party continues to discuss the problems of moving and fighting underwater, the situation becomes real to Vinder.
We're really going?! Vinder begins to fidget, shifting uncomfortably in his seat. Visions of sharks and large serpentine monsters begin to enter his head, as a helpless Vinder floats nearby. His breath quickens and his gaze seems to focus on the air in front of him.
"Guys, I don't know if I'm comfortable with this."
Peerimus and Yorrick Thursday September 13th, 2007 12:36:40 PM
Peerimus has been in thought, re-crafting the quest for Faraday and the Kraken they fought a few months back. The near cacophony of conversation about him all but blotted out. This was a much deeper dive. The golems were not a problem, seeing was not a problem, nor was getting down or up or anything else. Water walking water elementals swan boats and such, all could get them about. Freedom of Movement eliminated the restictions to all but missile fire weapons and Firngear could easily allow breathing for them all. No the problem this time was the extreme pressure of several hundred feet. As a shark or octopus, he will be just fine, but what of the others.
Vinder's fidget brings his hand away from his chin and his mind starts processing the earlier conversations. "Everything is readily overcome save the pressure issue. 300' is deep my friends. It will require some thought. I can cast Freedom of Movement on any who need it. That eliminates the hinderance to our weapon attacks and movement. Firngaer solves the breathing problem and a few telepathic Bonds will solve the communication issue far better than Fluffy. No offense to the creature intended. Endure Elements staves off the cold. I have a scarab of Golemsbane and suggest our main fighters get one as well. That will handle the golems. Myself and the mages should take support and enhancements for our fighters. If you need to speak to cast your spells and need Material components for them?" Peerimus shrugs, "You might be better off here at the INN until we return. Everburng torches and a few Daylight Spells will solve vision and that my friends brings us back to pressure."
Peerimus takes another drink and looks to Savin, "Earlier you asked why and the answer is simple. Furthuring relations with intellegent and good creatures is not limited by what they breathe. Our Assistance to the tritons will be valuable in the future for Heranamar as a port."
The druid smiles towards Vinder, "You'll be fine and needed Vinder. This old king was very concerned about security and I have the feeling he crafted many traps to ensure that security within his palace and especially about the treasure vaults."
Kazak Thursday September 13th, 2007 6:31:18 PM
Nodding at Peerimus's words " the Scarab came in handy last time.......but i do have this new stone sword.....i sense it is very powerful againist the stone golems ......i don't think earth,flesh or steel golems would survive undersea ......do you ??......i can of course make a quick trip to the catacombs to purchase one.......that is a place of wonder for sure"
" but those movement of freedom magics would be helpful ......i could as Firn'gaer says .....keep the beef betwween him and mortal danger " laughs the 4'1" dwarf as he sips his ale
Durgan Thursday September 13th, 2007 9:44:48 PM
"Right on brother." Durgan finishes his ale and gets another.
Savin Thursday September 13th, 2007 10:03:31 PM
Savin sighs and stands up, "Guess I am going to the catacombs yet again. Hope that mindflayer isn't there. He gives me the creeps.
Shall we take care of that business tonight and head to the shore tomorrow?"
Savin will wait for his answers and head out to the General store and turn in his pair of winged boots and purchase a pearl of sirines
Winged boots sold for 14,400 gps
Pearl of Sirines purchased for 15,300 Cloak of comfort purchased for 1,000
Savin also picks up a pair of sandles and a some normal sacks since he can won't be bringing his haversack and an everburnng torch
Total owed 2012 gps which he takes off his normal money
Plans into the Night [DM SteveK] d20+11=13 Thursday September 13th, 2007 10:23:49 PM
Plans continue to defeat the foes and collect the treasures.
Durgan keeps things light by ribbing Randall.
Quinn also banters with Kazak, but correctly reminds the others of the special stone golem carving powers that Kazak now has. And the fact that the Triton specified they were golems made of stone...
Randall learns more from his book form the previous questions (Know 21 from last post) - to avoid drowning, swimming, waterwalking, or waterbreathing should be tried. - aquatic creatures are not affected by deep water pressure. - magical light is the only known light source in deep water. - bows and crossbows can be used, but at a much reduced range. - Spellcasting is possible underwater when the practicioner is adept at spellcrafting. - Cold water can fatigue a person and cause hypothermia. and some more questions(Randall needs to roll next time....) (Knowledge 13) - Underwater communications is possible with magic and hand signals. - Breathing water. - A fireball becomes a sphere of superheated steam and seems to be just as effective as on land. - most material components for spells are unaffected by being underwater. Separate small pouches per spell is a good idea.
Vinder becomes really concerned about adventuring underwater.
Peerimus comforts Vinder, and explains how his skills will be needed. He also gives his experience from the last time the CoC ventured underwater.
Durgan and Kazak banter some more, and Savin signals that the next step is to buy what they need and get ready.
ooc: Have the heroes consolidate a list of purchases along with where the $ comes from, and we'll conduct purchases right on this board.
Firn'gaer d20+23=38 Friday September 14th, 2007 7:29:55 AM
"You would have thought that we'd kept the items we had from the last time we ventured into the deep blue water." He says sarcastically.
Firn'gaer starts to think of anything he may know or heard of stone golems. [KS - Arcane DC38] In addition, he begins to think of the spell list he will take for the descent.
Vinder the Hilt Friday September 14th, 2007 9:31:54 AM
Vinder looks at Peerimus. Although the man said he wasn't "comfortable" with being underwater, the druid can easily read fear in the young man's eyes.
"Swimming about near shore is one thing," he says. "But going that deep into the water where I can't use my speed. I just don't know." He shakes his head. "Maybe I should stay up here. Keep an eye on the town and any items you guys don't want to take down with you."
He pulls out some gold and counts out 200 pieces. "This is all I can spare, at the moment. I'm sorry." You get the feeling the apology isn't just for the lack of money.
Durgan Friday September 14th, 2007 4:35:52 PM
Durgan stares at Vinder for a moment and then bursts out laughing. "Ye had me fooled there fer a minute. I thought ye said ye weren't going. Good joke."
"I may have to sell sumthin to get one o' those sirene pearl thingies."
More Information [DM SteveK] Friday September 14th, 2007 8:46:06 PM
Firn'gear basically knows everything there is to know about stone golems [ooc: knows all there is in the Monster Manual] :)
Savin Friday September 14th, 2007 9:49:34 PM
Savin looks on at shock at Vinder's announcement and then hears Durgan's laughter and is confused. He debates with himself if he should say something and decides to go ahead. "Vinder, you really haven't been with us that long but realize that we are a team and even if you are limited in what you can do, you still need to come along. We all will be slowed down, or hampered in some way. I rely on speed even more than you do, and I wouldn't abandon my friends. I hope Durgan is right and your just joking but if your serious, you will have to rethink your actions. We are going to need your skills down there."
Peerimus Saturday September 15th, 2007 12:59:19 AM
"Friends, movement, speed, all of our normal combat abilities will not be hampered. the freedom of movement spell I will place on each of us will completely see to that."
Trace and Shadow Saturday September 15th, 2007 1:55:01 AM
Trace speaks up when his turn comes around agian.
Ok, I'm in no matter what, these are things I need to but and sell. cloak of the manta ray horn of tritans two anchor feather tokens and as many arrows as I can afford that have seeking and distance added to them.
I have 13k in gold and will sell my horn of goodness 6.5k gp and my ring of invisablity 20k gp.
Trace Saturday September 15th, 2007 1:58:21 AM
In a after thought, "I want that treasure, I can just imagine all the good that we will be able to do for Hernamer after we upgrade ourselves.
I am an adventure too but we need a home base to come back to. So dont let your itchy feet keep you from helping us build a stronghold.
We do need everyone if this is going to work. Also how much is it to buy one of the golem bane items?
Quinn Saturday September 15th, 2007 1:01:57 PM
Quinn quickly dashes off to the Catacombs and comes back with:
Rod of Silent - lessor - 3000 gp Headband of comfort - 1100 gp Ring of couterspells - 4000 gp Everburning torch ????gp
Quinn casts greater dispel magic in the ring and comments to his friends "Can't have someone dispell my waterbreathing, Brothers. Someone will have to be able to breath to teleport out those in trouble, hope it works."
Quinn looks at all of the CoC and announces "Who is ready to go swimming in the morning? I need to change some of my spells. How many waterbreathing spells will we need to take for the group?"
Kazak Saturday September 15th, 2007 3:23:28 PM
"So Peerimus if you can magic is for speed movement and that magical freedom spell.....what can we use ??.....i'm not much of a floater.....i'm more of the sinking rock type " laughs the dwarf
"My new Stone sword will help versus the stone golems so you can use the scarab on some else"
"what do we have for breathing underwater??"
Peerimus Sunday September 16th, 2007 12:48:47 PM
I would also remind all that there is no need to waste gold on an item to endure the cold like a cloak of comfort or some other facsimle thereof. Endure Elements will last well beyond every other spells duration and in the case of Dispel, will be among the last spells that might be targetted.
Savin Sunday September 16th, 2007 3:57:15 PM
Savin smiles at Peerimus and says, "I appreciate your concern but if I am dispelled then it most likely could be one of the first things gone since I don't carry many spells on me. For the 1000 gps, I free up another spell for you. I liked the Pearl of Sirines the first time I had one and only sold it to prepare for the land of the undead. Owning one pleases me and I will just have to buy my boots of flying with the treasure I get from this adventure."
Durgan Sunday September 16th, 2007 10:01:22 PM
The dwarfs grumps as he realizes something must be parted with in order to have success on this mission.
He will sell: belt of giant strength +4 ring of protection +1
buy: pearl of the sirines everburning torch sunrods x10 leftover gold to party fund
Randall Sunday September 16th, 2007 10:25:13 PM
"Okay then... let's do this. "
Using Cash - 3000
"I'll buy"
Rod of Silent - lessor - 3000 gp Cloak of the Manta Ray - 7,200 gp
"and sale" Helm of Comprehend Languages and Read Magic 5,200 Scroll of Reverse Gravity (Arcane) x1 2275 gp
"If we have time, I'd like to learn the Endure Elements spell.. "
Trace and Shadow Sunday September 16th, 2007 10:56:13 PM
One more day I dont think will hurt.
Trace memorizes endure elements x2 barkskin, and cats grace summon natures aly x2
(((ooc:::: need price on the arrows with seeking and distance on them to know how many I will have.)))
Firn'gaer Monday September 17th, 2007 11:32:34 AM
As the other frantically try to decide how best to survive the cold of the deep, Firn'gaer mills over his possible spell list.
Purchases and Preparations [DM SteveK] Monday September 17th, 2007 1:36:12 PM
Planning is nearly complete, and several heroes take advantage of the Catacombs to get ready for a wet adventure...
Quinn buys... Rod of Silent - lessor - 3000 gp Headband of comfort - 1100 gp Ring of couterspells - 4000 gp Everburning torch 110gp (ooc: where does Quinn get the money? He gave lots of his available cash to his compound...)
Savin buys... Pearl of the Sirines - 15,300gp (ooc: where does Savin get the money?)
Durgan buys... Pearl of the sirines -- 15,300gp Everburning torch -- 110gp Sunrods x10 -- 20gp And sells...: belt of giant strength +4 -- 16,000gp ring of protection +1 -- 2,000gp And gives to the party fund... 1,570 gold
Randall buys... Rod of Silent - lessor - 3000 gp Cloak of the Manta Ray - 7,200 gp And sells... Helm of Comprehend Languages and Read Magic 5,200 Scroll of Reverse Gravity (Arcane) x1 2275 gp And keeps... 275 gold Assume Randal learned the Endure Elements spell during his weeks at the Star Mages Guild.
Trace buys... 46 arrows +1, Seeking, Distance for 16882 gold cloak of the manta ray- 7,200 gp horn of tritans -- 15,100gp two anchor feather tokens -- 100gp And sells... horn of goodness 6,500 gp ring of invisablity 20,000 gp. Has 13,000gp And keeps... 218 gold
Vinder has yet to be convinced that this is a good idea, or necessary for him to come. Some of his friends brush off the man from Dirt City's concerns, but others are wondering if there is a hidden agenda to the man's objections.
The third day since Peerimus' recon dawns, and the rain continues. Peerimus and others are able to cast thier identified spells that last for 48 hours that evening, and then rest for the morning to set off.
Others who still want to purchase something at the Catacombs has one more day available to get thier purchases complete. (ooc: tomorrow's post will be the day to travel to meet the fish-woman. Time for last minute stuff!)
(ooc: Trace, Quinn, Kazak, and Firn'gear, please send me your updated character sheets. If you already have done so and I've forgot to download, my apologies, and please send again. :))
Posting Report For: Monday September 17th, 2007 4:33:30 PM
Game #4 Children of Chaos For the week of September 10, 2007
Dweezil was nervous. It looked as though the Children of Chaos intended to go through with this underwater mission. Dweezil was sure the ring his master gave him would protect him underwater, and the magic journal and quill were protected as well. They were a minor artifact after all. But Dweezil realized with growing horror that even invisible, he would be detectable underwater and there were many things which could eat him. If there was one thing Dweezil hated more than the cold or the water, it was creatures trying to eat him. Dweezil held his leathery wings close and rocked back and forth on the rafter listening to the adventurers gleefully make plans. It was going to be a long day...
Vinder the Hilt Monday September 17th, 2007 7:33:30 PM
Vinder shakes his head. "All right, all right. I'll go."
He takes a deep breath and stands up from the table. "I just need to wrap my head around it."
Vinder is silhouetted against the gray outside as he exits the inn.
Randall Monday September 17th, 2007 7:59:55 PM
Well, that won't work.
Randall trades that cloak of the mantaray back and gets one of those pearl thingies.
Sell cloak of the manta ray Necklace of Adaptation 9000
Buy Pearl of the Sirines
Peerimus Monday September 17th, 2007 9:14:42 PM
Peerimus picks up a pair of Swan Boats for 450 each. Before departing Peerimus casts an Extended Endure Elements on each and everyone. Trace, Firngaer, Quinn, Randall, Vinder, Durgan, Kazak, Himself and Savin.
"Get a good nights rest everyone. tomorrow we ride the waves and help the good tritons to finally be able to return to thier home." Peerimus bids everyone a fond night and returns to the grove and casts another spell before bedding down in Yorricks den. He casts Live oak on one of the other huge trees. It is set to guard the Awakened Tree and Peerimus tells Wanderwood that if need be he will have assistance in defending our home and that Yorrick will here as well. He informs Wanderwood of where he is going and speaks to Yorrick about it also. "I should not be gone long."
Savin Monday September 17th, 2007 10:16:06 PM
Posted Sept 13: Savin will wait for his answers and head out to the General store and turn in his pair of winged boots and purchase a pearl of sirines
Winged boots sold for 14,400 gps
Pearl of Sirines purchased for 15,300 Cloak of comfort purchased for 1,000
Savin also picks up a pair of sandles and a some normal sacks since he can won't be bringing his haversack and an everburnng torch
Total owed 2012 gps which he takes off his normal money
Savin gets a good night sleep and readies himself for an underwater adventure.
OOC: DM SteveK; oops! See, I told you I was human! :) Thanks for posting it again!
Quinn Monday September 17th, 2007 10:53:12 PM
OOC: I am taveling and can not get you updated Quinn until Monday.
-------------------------
Quinn received 12,600 gp of party money and gave 2500 gp to Thule. The balance he has used to purchase the above magic items.
Quinn finishes his ales, cast greater dispel magic in his new ring and call to his friends "Off to bed brothers, tomorrow we conquer the sea. Cousin Kazak, what blessings of Gargul's will you require to help cut the Golems down to size. I will cast aid on you once we get close."
Quinn goes to the ocean/lake/river and practices some spell casting underwater using waterbreathing with and without his silent rod.
Randall ooc Tuesday September 18th, 2007 8:10:32 AM
DM clarification please.
The description of the pearl of Sirine states that it allows spell use. Does this mean that spell casters don't need to worry about the verbal components of spells underwater anymore?
Vinder the Hilt Tuesday September 18th, 2007 9:48:46 AM
Vinder will trade in his bane undead light crossbow (gets 7,501gp 5sp), and purchases a cloak of the manta ray (pays 7,200gp, leaving him with 301gp 5sp).
Morning Dawns [DM SteveK] Tuesday September 18th, 2007 2:06:03 PM
Further preparations are on completed...
Randall Sells... cloak of the manta ray 7200 Necklace of Adaptation 9000 And buys... Pearl of the Sirines 15300 And keeps... 900 gold He also discovers that the Pearl of Sirines allows him to cast spells normally underwater.
Savin buys... Pearl of Sirines purchased for 15,300 gp Cloak of comfort purchased for 1,000 gp Everburning Torch 110 gp And sells... Winged boots sold for 14,400 gps 2012 gold And keeps... 2 gold pieces
Vinder buys... cloak of the manta ray 7,200gp And sells... bane undead light crossbow 7,501gp And keeps... 301 gold
Peerimus casts Extended Endure Elements on Trace, Firngaer, Quinn, Randall, Vinder, Durgan, Kazak, Peerimus, and Savin the night before (48 hour duration). He hopes that the spell will protect against the cold of the temperate ocean. He also preps Wanderwood and Yorrick to keep the grove defended. Neither the tree or bear thinks there going to be any trouble and reassures the druid before Peerimus leaves.
Quinn practices casting spells underwater to see what the effects are before the group is in dire straights. What the cleric finds out is when attempting to cast a spell with verbal component, he has to concentrate to successfully cast the spell (Concentration DC 10+spell level) There seem to be no other ill effects.
The morning dawns with more rain and clouds and the group gathers at the docks of Heranmar. The salt and brackish scent is strong in the air, but the wind is nearly calm, and the waves are little more than a foot high. The fishing fleet is already gone, sails in the distance indicating a north-west passage. A couple of older fisherman are still on the docks, coiling ropes, collecting nets and lines in need of repair. They glance at the group in mild interest.
Randall (without Fluffy). Tuesday September 18th, 2007 7:57:08 PM
In the morning, Randall takes the time to secure each spell's components in individual bags for easy use while under water.
Prior to joining the others on the docks, Randall has a very unpleasant conversation with a very annoyed Fluffykins the familiar. Since the pseudodragon doesn't have gills, she'll need to stay behind. Randall convinces her eventually to go wait for in in Peerimus' grove.
Randall, staff in hand, then joins the others. Before entering the water, Randall activates his ring of invisibility.
~ No Flufyphone this time boys. We're on our own. Let's stay in tight formation. ~
=============================================== Effects - pearl of the Sirines Extended Endure Element Invisibility ( ring )
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close
First level (7): 2-Shield, 5-Magic Missile
Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate:
3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form,2-Haste
Quinn Tuesday September 18th, 2007 8:23:07 PM
Quinn double checks his gear and at the end of the dock and cast magical vestments on his shield and armor. "Cousin Kazak may I have the honor of casting water breathing on you. I look forward to sinking like a stone with you and your brother."
Quinn will cast water breathing spell once the group is ready to take the plunge.
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 - 13 hours Magical Vestments on Armor - 13 hours Water Breathing on Quinn and Kazak - 13 hours
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Savin Tuesday September 18th, 2007 9:46:09 PM
Savin collects some extra food from the general store and puts it in his haversack (assuming it will work underwater since the bag of holding does) and gets to the end of the dock.
"How far do we have to travel before we get to this city? Is it close?"
Durgan Tuesday September 18th, 2007 9:55:33 PM
Durgan stops at the Inn on the way to the dock for a quick drink. "Best way ta kill the taste of saltwater."
Firn'gaer Tuesday September 18th, 2007 11:40:09 PM
Firn'gaer's ready to go and waits for the group to head out.
Trace and Shadow Wednesday September 19th, 2007 2:09:53 AM
Trace makes preperations for the new adventure, He rides out to Peermius' new grove with Shadow, and ask her to protect the grove from danger while he is gone, "Ok Shadow, Iknow your a kittie and how you really hate the water so I need you to guard this area with Yorik while I am gone."
He then takes his war horse back to the stable and gives a gold coin, "I shouldnt be gone too long this time, this should hold you over for ahwhile."
Trace then dwans his new equipment and with the others heads for the docks when it is time. He begins to talk to his bow still not sure of how to communicate with it. Hopeing it has a mental link Trace first ask in his thoughts if he is ready for the adventure and if no answer Trace will ask verably. Also in the conversation Trace ask if the bow has a name he would like to be called.
I am ready when yall are.
endure elements x2 barkskin, and cats grace summon natures aly x2
Vinder the Hilt Wednesday September 19th, 2007 9:25:13 AM
Vinder walks out of the rain onto the docks with the others. He doesn't meet anyone's eyes as he huddles in his new cloak, staring at the choppy water.
"We're not going to swim from here, are we?" He asks. "We should take a boat out to the place we'll be diving so we spend as little time in the water as possible. Probably save some time on our spells, too."
Peerimus Wednesday September 19th, 2007 9:31:21 AM
"Good morning Trace and of course to you Shadow." Pereimus introduces Shadow to Wanderwood and tells the cat and bear to play nice and behave themselves. Peerimus leaves his armor within the den.
At the docks, Peerimus is all smiles, "Another beautiful day my friends, and today we be the reason that families will be able to begin returning to thier home. Our dolphin guide should be just off shore here. We also have a good 10 mile ride before we descend. Let's wait until we are over the palace. We can then lay final plans and go down. I will be shifted and not able to speak to you so Firngaer will be our lead once we go down."
Peerimus gives Kazak the Scarab of Golemsbane and inform the group of his entire spell repotoire prepared for the days activities. The druid then produces a Swan Boat. "We are not getting any drier standing about the docks gentlemen." and he climbs aboard the ship.
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
Sailing, Sailing [DM SteveK] Wednesday September 19th, 2007 11:16:14 AM
The Children of Chaos tell their various companions, familiars, beasts, and allies to be good and are ready to depart. Yorrick, Shadow, and Fluffykins have all been around each other before so there is little worry that there will be trouble. Wanderwood also has little to worry from the animals. With the protection of the woods, it seems that at least the animals will be able to keep dry...
On the docks, soggy heroes prepare spells and magical items but they remain unused after Peerimus places a small white feather on the water. It instantly expands into a huge swan boat capable of easily moving the Children of Chaos and (assumedly) a great deal of soon to be gotten treasure.
Under direction from the druid, the Swan Boat paddles quickly away from the dock and out of the harbor. Directly at the harbor entrance, a white-sided porpoise leaps and cavorts while jabbering on. Peerimus' Feather of Affinity makes it immediately known that this is EEEkkkeeekk'kk, and that he has been waiting for the group. The porpoise is soon leading the swan boat east-south-east across the gray-green waters and under the gray, wet sky.
An hour and a half passes, and the swan and porpoise have steadily swam on. (Survival Check: DC 10 Highlight to display spoiler: { It has been almost 10 miles}. Even with oiled cloaks, everything is wet, no, completely soaked! Up ahead, the gray sky seems to be lightening, but the eventual effect is more startling than a break in the clouds. The rain and clouds stop as if the swan boat has passed through a door. Behind the group (to the east and the Gateway Downs), a solid wall of clouds and rain stretch north and south as far as anyone can see. To the west, is miles and miles of ocean sparkling in the mid-morning sun.
And next to the Swan Boat is the porpoise and a blue-haired woman with each leg resembling a fishes tail.
Durgan Wednesday September 19th, 2007 4:11:27 PM
Durgan takes a look back at the cloud covered area and then at the clear blue skies they now find themselves in. "Harumph! Must be magic in them thar clouds. Mebbe this woman knows somethin about it?"
Firn'gaer Wednesday September 19th, 2007 8:40:33 PM OOC: I'm not sure if anyone else need endure elements, but Firn'gaer has four. Call'em if you need it.
Firn'gaer prepares once they set out to sea. A flight spell for movement, as well as flying in the water. Mage armor for protection. When we arrive at the diving point he will pass out waterbreathing spells (He has 52 hours to divide up for the first spell, and two more silenced/extended ones for under water.)
"Ooohhh, can't wait to get wet." He say sarcastically and with a fake cheesy ear-to-ear grin on his face.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Active Spells extended overland flight - 26 hours extended endure elements - 48 hours extended mage armor - 26 hours
Quinn Wednesday September 19th, 2007 9:04:55 PM
Quinn looks around at the darkened sky and the blue women in the water "Cousin Kazak if you are ready to sink like a rock I am ready to cast waterbreathing on us."
Savin Wednesday September 19th, 2007 9:17:49 PM
Savin waves to the pretty lady with the tail. He murmers to Peerimus, "Ahh how do they have babies? Do they give birth or lay eggs?"
Savin sighs as he looks at the rain, "Peerimus, can't you do something about all this rain? I thought when we beat the fey king, things were supposed to be nice. All this rain seems somehow wrong. Can an area be cursed to rain all the time?"
Trace Thursday September 20th, 2007 1:59:17 AM
When I first arrived in Hernamar, it was raining non stop, we defeated somthing and made the rain go away. I cant rember what it was. When we are done with this under water adventure I will have to search my memories. Trace whispers to Peerimus, "I am going under the assumption that there is treasure besides the item she wants and I assume that she is good?, I will ask my new friend mr Bow what he thinks, ...."Mr. Bow, is the fish lady my friend or foe? Can you tell?"
DM SteveK please search your memories! :) I have been under the assumption that the Powers did the curse and it would be lifted at the next Migration. Since there hasn't been a Migration... If the Southern Lights did something to affect that line of thought, all this rain may be moot!
Randall Thursday September 20th, 2007 8:54:03 AM
Randall bends over the side of the ship and says
" Hello, my name is Randall... "
Peerimus Thursday September 20th, 2007 9:12:53 AM
Peerimus enjoys the ride and enjoys the sun once they break through to the clear skies. "Interesting." he murmurs to himself. The druids eye taking the north and south line of rain. Without looking at Savin, his eyes still taking in the 'wall' Peerimus answers, "Possibly, but I won't. The people are firm in thier belief that the Powers cause the rain and to try and go against the Powers would be bad. I heard talk about the Migration and about legend of when it would next occur. Those same stories imply we might be a calling card to that event. The weather about the Downs, has nothing to do with Father. Perhaps though after this we might look into a journey and petition him."
Peerimus's eyes drift far away, his mind having certainly hit on something that is near his heart. Journey to the court. The fey would surely be willing to listen. Perhaps even a gateway established or another elder tree. One thing at a time Peerimus, one thing at a time.
Peerimus sits back and enjoys the rest of the ride, following EEEkkkeeekk'kk. When Tieria arrives, he gives a bow and welcome. Peerimus nods to Trace's whisper and leans down over the rail to be closer face to face with the Triton. "We are ready. A few things I forgot to ask earlier. Do any of the stories speak to magical wards or other non living guardians that may still be in place? Some of us will be heading staight down." The druid says with small smile. "So if you could lead us to the closest spot where one might 'walk' to the main palace entrance through the mountain?"
Vinder the Hilt d20+2=5 Thursday September 20th, 2007 10:20:52 AM
(Survival 5)
OOC - I forgot whether it was ruled the Cloak of the Manta Ray provides underwater breathing or not. It doesn't specify in the description, although it does say treat as a polymorph spell. If it doesn't, Vinder will need a Waterbreathing spell.
IC - Vinder sits near the side of the boat and peers into the ocean the whole ride. He doesn't seem to be affected by the rocking or the water, but rather what is under the water.
He glances up when the triton appears. He looks like a man with a death sentence who has accepted his fate but doesn't necessarily look forward to it.
Before the Plunge [DM SteveK] Thursday September 20th, 2007 3:48:42 PM
The scene is set: in the middle of a salty sea, a white Swan Boat bobs in the rolling waves. About a hundred feet behind the boat, a north-south wall of rain and dark clouds hides everything to the East. There is no other signs of land in any other direction. Beside the Swan Boat, a woman with fish-legs and a white-sided porpoise stare curiously at the land-dwellers in the boat.
Durgan, Savin, Trace, and Peerimus talk of the unnaturalness of the rain and what can be done about it.
Quinn, Kazak, Vinder, and Firn'gear contemplate the decent in various states of calculation, humor, or fear.
Trace speaks with his bow and is rewarded with a whisper within the ranger's mind. "She does nothing evil right now, yet I will always be wary." And then the bow adds, "I have travelled and performed underwater before. It is difficult, and I was unable to cast my arrows beyond one hundred feet."
"And my name is Tieria", the woman replies to Randall. Peerimus has correctly identified the sea-woman as a triton, and she seems to be the Children's guide to the treasure at the bottom of the sea.
"I have spent the days reviewing the songs of my depleted peoples. It speaks only of the stone golems created by the King for defenders. Why we required defenders when the Tritons were masters of the area I do not know. Yet the stories also tell that the King was mad, and came to not trust anyone. Even those closest to him were under suspicion. No one knew of the golems until the king presented them the day the Palace died. If the King was as paranoid as the stories say, I am sure the treasure room is also secret and is protected."
She swims a little closer to the boat. "You... can't swim? ", unaccountably she giggles, completely amazed. "No, I am unkind, for you are here to help my people as much as to help yourselves. Yet," and she pauses again with head to one side, "how will you get to the surface once you are done?"
Tieria swims about a mile further on with the Swan Boat following. Often she dives for a minute to return to the surface, until she is satisfied. "This is nearly over the mountain, and the best I can do to get you to the Palace. I will swim with you and show you the way."
- OKAY, here we go. I need a clear identification of WHO provides what spell to WHOM. - Sort it out, and then we can descend. - Post affecting spells in your posts.
Kazak Thursday September 20th, 2007 3:53:06 PM
The dwarf smiles at Quinn's humour " well when we go under the waves you can cast it upon me.....and don't forget to hang onto me if ya like to see what is at the bottom " grins Kazak
Sitting in Peerimus's swan boat as they set sail towards their unknown destination and possible fate.....Kazak peers into the gray sky......eh brother we have come far and seen many strange things.....ya ready for another intresting trip to discover what lies below the waves ?"
" just hope this is the shallow part of the ocean " chuckles the armored dwarf
Firn'gaer Thursday September 20th, 2007 8:35:42 PM
Firn'gaer looks about the heroes when no one but Kazak speaks of needing waterbreathing.
"What your telling me is every one of you went and got something to help them breath underwater..." He says tapping his boot on the ship's deck. "And you were going to mention this...when?" His hands go to his hips. "You know I don't spend the hours and hours it takes to cover all the bases with the few spells I have only to have you bone-heads get magical items for spells I've memorized to keep you butts alive." A small soapbox mystically appears at his feet, and in moments his is standing on it. "Kazak, I appreciate you not going and buying something...but the rest of you," he seems to have momentarily lost his place, "Specially when all I've heard for the last week or so is how poor I am...I got no money...next time you cover your own butts."
He hops off the box and in a few steps flies off to the crows nest.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Savin Thursday September 20th, 2007 9:33:44 PM
Savin holds his pearl to his chest activating it while he listens to Firn'gaer's rant. "I too also made my intentions plain. You need to listen better but still I don't think it is a bad thing having some back up spells handy. What happens if our magic stops working? Also you waterbreathing doesn't help with cold or light. My other purchases help with that."
Savin will pull out his everburning torch and continue, guess we are swimming back to shore if this boat goes away. Hope the loot is light,"
Savin dives into the water.
Peerimus Thursday September 20th, 2007 10:46:00 PM
Peerimus feels the bulge moving to the forward portion of his head and pinches his nose, willing it gone. His eyes then open and he thanks Tieria. Peerimus then removes another feather and activates the Anchor tokken fixing the boat in place. "It is likely I will be carrying or rather ferrying everyone and thing to the surface." Peerimus then removes his own Everburning torch and places it in the boat. "We have about 22 hours friends before this boat is gone. I brought more if need be."
Peerimus lowers himself over the side of the craft and shifts in a Large Octupus. One tentacle reaches up and locates the Everburning torch and he then gracefully moves about 10' down and 10' away from the boat.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: (3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, (2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, (3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Spells: Extended Endure Elements 48 hours Extended Freedom of Movement [Kazak, Vinder] 20x14 Minutes
Quinn Thursday September 20th, 2007 11:44:33 PM
Quinn is geting anxious and excited about taking the plunge. "Lets get this over with and get wet. Who is the first to put their toes in the water?"
Quinn moves over to Kazak "Cousin you give a good resemblance of an anchor. I will hold tight to you. Shall I grab hold of your beard when we jump?"
Quinn will cast water breathing spell once the group is ready to take the plunge.
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 - 13 hours Magical Vestments on Armor - 13 hours Water Breathing on Quinn and Kazak - 13 hours
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Trace Friday September 21st, 2007 2:37:38 AM
[ooc: forgot to add the ac bonus for the mithrill armor that was made for me by my best friend? what ac is it?]
Trace tells the others not to worry that he have a swan boat feather token to help get them and the loot back.
Trace cast endure elements on himself along with barkskin and cats grace and then drinks a potion of darkvision.
Then when prepared if not the last one Trace will salute the remaining and like a gold medal diver will launch into the air and dive in with just a minor ripple on the surface. Traces cloak comes alive and he begins to swim and catch up with the others.
endure elements x2 [1 on Trace] barkskin, and cats grace [both on Trace] summon natures aly x2
Vinder the Hilt Friday September 21st, 2007 9:33:18 AM
Vinder stands up as the others begin to climb overboard. He stares at the water for a moment, rubbing his unshaven face with an unsteady hand.
He attempts a few deep breaths to steady himself. It doesn't seem to do much. Giving up all hope, and putting his life in the hands of his friends, he gives an uninspired hop over the boat side and into the water.
Like Trace's cloak, Vinder's wraps about him, allowing him to move about rather easily. This heartens the frightened man, somewhat. He easily treads water, waiting for the others to hop in and begin the descent.
Before the Plunge 2 [DM SteveK] Friday September 21st, 2007 11:35:15 AM
OOC: Please post your active spells/items in your post like this.....
Bob the Left-Handed
Bob grips his pearl in hand and taking a final breath of fresh air, plunges over the side.
Active Spells/Items Pearl of Sirines; while held; breath underwater Extended Endure Elements[from Peerimus]; 48 hours Barkskin; 80 minutes; +4 AC ................................
Firn'gear dresses down the others at the lack of coordination in the group, then flies to the crow's nest to wait the others getting ready.
Durgan identifies he has a Pearl of Sirines, and positions himself to drop off the side of the Swan Boat.
Kazak and Quinn banter back and forth. Quinn casts Waterbreathing on the both of them. The cleric grabs securely ahold of Kazak's armor as the dwarf positions himself to step off the side.
Randall holds onto his own Pearl of the Sirines, activates his Invisibility Ring and does a cannonball into the water with a splash. The water is cool, but not freezing, at least not here on the surface. A problem becomes apparent however with the wizard's invisibility. He doesn't look like a part of the ocean, he looks like someone took a scoop out of the water and left nothing! (ooc: "An invisible creature displaces water and leaves a visible, body-shaped "bubble" where the water was displaced." - DMG) The wizard is about ten feet down, and waits for the others.
Savin keeps one hand on his Pearl of the Sirines and another on an Everburning Torch and dives in. Both his hands are full, but for the monk, that's really not a problem! The water is cool, but not freezing, at least not here on the surface. He moves about 10 feet below the surface to wait for the others.
Peerimus forcibly recedes a pressure headache, anchors the boat with another handy feather, and soon is a large Octopus holding an Everburning Torch in the water. The druid finds that the anticipated pressure even at only 10 feet is not a problem in an aquatic body. Underwater, he waits for the others to arrive.
Trace polymorphs into a manta ray via his magical cloak, and glides effortlessly through the water. The water is cool, but not freezing, at least not here on the surface.
Vinder, like the last breath of a dying man, gulps air and hops over the side of the boat. He is slightly relieved when the cloak of the manta ray works as advertised and the rogue is able to practice gliding through the shallow water waiting for the others. (ooc: treading water requires feet, so I changed his action while retaining his intent.) The water is cool, but not freezing, at least not here on the surface.
Five heroes are in the water, three heroes are ready to jump, and one hero is on the crow's nest.
Tieria the Triton, since she first spoke with Peerimus, waits for the Octopus to indicate that they should be decending. She swims about 20 feet down and looks back expectantly.
EEEkkkeeekk'kk cavorts around the Swan Boat.
Firn'gaer Friday September 21st, 2007 5:50:47 PM
As the others start to jump into the water, Firn'gaer follows after casting a water breathing spell on himself.
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
Durgan Friday September 21st, 2007 6:23:55 PM
Durgan activates his pearl and stows it in a safe pouch. Then he waits for the others and takes the plunge. "Well, at least we can't get any wetter than an entire month of rain made us!"
active effects: pearl of the sirines extended Endure Elements(from Peerimus)
OOC- Trace, mithril chain shirt is +4 armor(no magic yet),DMG or I will post other stats later.
Kazak waterbreathing ,endure elements Friday September 21st, 2007 9:02:56 PM
Grinning at Quinn "time for your bath " laughs the dwarf as he leans over the edge and jumps feet first .
Opening his eyes once they are underwater Kazak peers about as they sink downward
Quinn Saturday September 22nd, 2007 9:14:22 AM
Quinn has on hand securely on Kazak's armor and the other on his new everburning torch. The Cleric of Gargul keeps glancing back at his wet torch as it keeps burning "Amazing"
Quinn then looks down on Kazak "You are dense Cousin. You are pulling me into the depths. I forget the dwarfish word for archor, but I think I can substitute KAZAK in the future."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in Effect:
Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Peerimus Saturday September 22nd, 2007 10:47:34 PM
The Octopus watches all of his companions hit the water. A tentacle reaches out 20' to catch Kazak and Quinn. Having them rocket to the bottom would not be the druids first choice. Peerimus points a tentacle at Tieria adn then down into the depths. With the pair in tow, Peerimus begins to swim after her. The torch held in one tentacle and Quinn and Kazak in another pair.
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load -6cp -12 for swimming Take 10 Swim check gives Swim of 18 if heavy load 24 if Medium
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: (3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, (2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, (3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Spells: Extended Endure Elements 48 hours Wildshape 4/5 14-hours
Vinder the Hilt Sunday September 23rd, 2007 4:47:50 PM
Vinder swims about, getting a feel for his sea legs. Once everyone is ready to go, he starts after the triton.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater
Kazak waterbreathing Monday September 24th, 2007 12:04:44 AM
Startled as the large octupus grabs hold of him and Quinn the dwarf reaches for his sword but stops before he draws as he realizes whi it is
Grinning at Peerimus Kazak smiles at him and winks " sweet "
Randall Monday September 24th, 2007 8:11:15 AM
Randall, looking like a body-shaped "bubble", follows the others.
Decending to the SeaMount
The Seamount [DM SteveK] Monday September 24th, 2007 11:02:10 AM
Kazak and Quinn are sinking straight down, and so the others match the three's descent. Peerimus is able to retard the sinking of Kazak and Quinn to a manageable level. The heroes with the Pearl of Sirines discover that as soon as they have held the pearl, they are now able to stow it away and still retain the Pearl's benefits.
The slowest is Firn'gear, having to swim down at his 10 foot per round speed. But the gnome can be easily helped by anyone with a Pearl or Manta Cloak, so it is not much trouble in any case. (ooc: Has Firn'gear successfully used flight underwater before? As I'm reading the spell, it gives a fly speed improvement, not swim speed. I'm assuming that Firn'gear would know this and can change his spell accordingly if he wishes)
With Peerimus slowing Kazak and Quinn's decent, and the others able to cavort around, the group descends, the surface and sunlight disappearing into a cold, monochromatic world. Soon the only light available are the three Everburning Torches in the hand/tentacle of Peerimus, Quinn, and Savin. The cold is felt as merely cool by the decending heroes thanks to thier Endure Elements spell. It looks like Tiera has no need of even that magical protection.
As the group with Tieria the Triton passes into the shadowy level, the pressure against thier bodies becomes a palatable thing, attempting to constrict, to crush. Pearl users, Manta Rays, and Octopi discover that thier magic and/or bodies (aquatic) is able to resist the effects of the deep. Not so Quinn, Kazak, and Firn'gear. (Each hero save Fort DC 15, or d6 damage from extreme pressure.)
The darkness beyond the shadow of the torches at forty feet is unbreached. Underwater currents buffet the heroes as they go deeper and deeper into the unknown. It is obvious they are moving sideways in the water, yet Tieria seems unconcerned, peering intently further down. And then, an object! It has been only thirty seconds (5 rounds) to the top of the seamount, but it is a relief to know there is an end to the darkness. A low wall is below the heroes as they come closer before Kazak and then Quinn strike the smooth rock of the seamount, a small cloud of dust swirling into the currents. A moment later, Firn'gear is deposited on the stone as well.
The group huddles around the feeble light of the three Everburning Torches, Quinn, Kazak, and Firn'gear in what appears to be a courtyard or balcony on the edge of the seamount. The others swim ten feet above the flagstones with Tieria.
The Triton points away from the wall and further into the seamount. "I did not know how the currents would affect our descent, and am glad you successfully made the seamount. We are at the outer wall. There should be a broad channel in that direction which will lead us to the Palace." ..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Firn'gaer Monday September 24th, 2007 8:18:32 PM
The gnome wizard decides Davy Jones' locker is a good way to go, therefore, he casts his polymorph spell to change himself into the strange create he's never seen before in his life, but which seems to be at home in the depths.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Durgan Monday September 24th, 2007 10:31:07 PM
Durgan gets out his everburning torch and takes a look around. With axe in hand he is ready for action. "Well, which way is it? Brother, are ye ready fer some action?" Durgan looks more comfortable than expected. Being this far underwater is not so different than being several hundred feet underground after all.
active effects: pearl of the sirines extended Endure Elements(from Peerimus)
Posting Report For: Monday September 24th, 2007 10:49:15 PM
Game #4 Children of Chaos For the Week of September 17, 2007
Dweezil was annoyed. Adventurers! They dove head first off the side of the boat into the deep water. And Dweezil followed as he was ordered to do. Go wherever they go his master had said. Dweezil sighed, "Bene Tellemara". Hmm better not do that again, the sound carried. They might hear. Using his wings to swim was tough but he was managing. The magic journal was doing fine floating alongside him, immune to the water. Dweezil wondered just how much magic was in that thing anyway? Then suddenly they were at the bottom. Dweezil was uneasy. He had the distinct feeling the female triton could sense his presence, yet she said nothing. And the Children of Chaos were standing about listlessly. Apparently they were not quite as prepared for the depths as they thought. Hmm, this could be interesting...
Quinn Monday September 24th, 2007 11:58:48 PM
Quinn is amazed at his and Kazak's controlled fall to the bottom of the sea, thanks to Peerimus's guiding hands.
Quinn bubbles words at Kazak through the wet dust cloud that he and the dwarf kick up. Quinn seems amused by the way Kazak's beard is floating around his eyes.
Quinn move the every burning torch about and has a look for his friends and anything else down at the depths.
Quinn tests how well he can move on the bottom by jumping and moving about.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in Effect:
Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Randall Tuesday September 25th, 2007 7:50:42 AM
Randall the bubble boy continues to follow the others.
-------------------
Effects Invisibility Pearl Extended Resist Element
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form,2-Haste Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Vinder the Hilt Tuesday September 25th, 2007 11:06:44 AM
Vinder floats about, lazily, his mind preoccupied with studying every detail about his environs. Anyone with eyes can see the furious battle he's raging to keep his fear in check.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater
Moving Towards the Palace [DM SteveK] d20+14=23 d20+16=22 Tuesday September 25th, 2007 1:09:56 PM
(Duration Underwater: 6 rounds)
Quinn (DM Fort save 23) and Kazak (DM Fort save 22) are so far impervious to the crushing depths and take no damage.
Prior to going too deep, Finr'gear studies the movements of the Triton and Polymorphs into a male likeness of Tieria. Now able to swim much better (40 feet move) and able to endure the depths, the gnome wizard is able to swim down and float ten feet above the stone courtyard.
Durgan takes out his own Everburning Torch and weapon, getting himself oriented and readying the group to go forward.
Quinn tests his footing and determines that movement is slow, but not overly restrictive. Being able to wield his mace is going to be another matter without his freedom of movement. The cleric also looks ready to continue, knowing he will stay at the bottom with his heavy armor on.
Randall keeps quiet and pretends to be a hole in the water.
Vinder moves slowly and lazily, but inside...
Tiera the Triton again points to the west and toward the entrance of a broad channel between two coral walls that are barely seen by the torches. She speaks slowly and distinctly in Common... "Through the outer buildings, the Palace should be only 300 feet away." She makes no move to lead the party in that direction. .................. Map emailed...
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Peerimus Gt Octopus AC 18 HP 87/87 d20+16=33 Tuesday September 25th, 2007 1:41:42 PM
Peerimus releases Quinn and Kazak at the bottom and quickly notes those having problems with the greater pressure and such. Fortunately, the expressions of Octopi are unreadable by his companions. A tentacle touches Quinn (Extended Freedom of Movement) Peerimus then moves to a point position with a small tentacle wave at the triton. Swimming forward 30', I also scan for portable debris upon the floor. Perhaps a fist sized rock or corral fragment which I could cast Daylight on.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: (3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, (2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Spells: Extended Endure Elements 48 hours Wildshape 4/5 14-hours
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Durgan Tuesday September 25th, 2007 3:41:57 PM
Durgan tucks his everburning torch into his belt and readies his weapon and shield. Then he moves forward towards the Palace, leading the way.
Savin d20+14=32 Tuesday September 25th, 2007 9:03:58 PM
Savin says the to the triton, "Are you coming or do you want us to go on ahead without you?"
Savin will keep swimming easily with the pack enjoying the sensations but squinting into the gloom waiting for trouble.
"What is the battle plan when these golems show up?"
spot check 32
Quinn d20+14=28 Tuesday September 25th, 2007 10:37:00 PM
Quinn starts to speed up after touched by Peerimus/Octopus and he nods to the beast. "It feels just like Gargul's blessing, but different."
Quinn catches some of what Savin is attempting to communicate. "Little miss fish bottom wants us to do her dirty work for her, or at least Cousin Kazak. I say we support our stout friend once the golems show up and he can chop them down for us. Lets just see if we can keep it to one bothering our Cousin at a time."
Quinn give a slow swing of his mace through the cold, dark and dense waters to show he is ready.
"Aid is coming your way to start, once the rocks show up Cousin." Quinn gives a watery smile at Kazak.
"Who is fast enough to flush to Golems to our Cousin?" As Quinn looks at Savin and sees if the water has slowed him at all.
Fort Save 28 - Quinn shruggs off the crushing water, for now.
Quinn finds a strong piece of coral and cast light on it and slides it into Kazak's belt "This way we can always find and see the tip of our spear. Go get'em golem slicer."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in Effect:
Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Firn'gaer - Triton form Tuesday September 25th, 2007 10:59:49 PM
Firn'gaer keeps up with the group should they decide to move down the channel.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Randall Wednesday September 26th, 2007 7:46:41 AM
" The golems will come to us soon enough. Once we see them, I'll use some force walls to corridor them straight to the fighters. "
-------------------
Effects Invisibility Pearl Extended Resist Element
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form,2-Haste Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Vinder the Hilt Wednesday September 26th, 2007 11:30:30 AM
Vinder sticks close to the others. If they start into the canyon, he quickly follows.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater
Moving Towards the Palace v2 [DM SteveK] Wednesday September 26th, 2007 1:16:24 PM
(Duration Underwater: 7 rounds)
Dark and cold and a feeling of tightness surrounds the group deep in the watery depths of the ocean. The salty taste in the mouth is unusual but not unpleasant, as is the slowed movement of some of the heroes. Each discovers that they have to clearly ennunciate when speaking, and they have to shout in order for the words to be understood even a few feet away...
Peerimus the Octopus swims forward and takes point. He notes there are plenty of small bits of rock, coral, and other debris for him to use as a makeshift lantern.
Durgan also moves forward to lead the way with weapons at hand and an Everburning Torch in his belt. Being able to swim faster than Peerimus (thanks to his Pearl), the dwarf quickly overtakes Doc Ock.
Savin throws a question Tieria's way, and easlily keeps pace with the group.
Quinn is ready for a fight, and is sure that Tieria won't be joining the group in battle. But discussion continues as to how to best fight the golems. He also casts light on a piece of coral and places in Kazak's belt.
Firn'gear, Randall, and Vinder also easily keeps up with the group, and ponder what they can do to support the plan once the golems arrive.
The others move in behind Peerimus and continue between the two coral walls as a group.
Tieria also floats in the rear of the group. "The golems will not leave the Palace, for the story gives the only clues to thier orders: "Yes, no living thing can get in the palace with these guardians!" . Her face is unreadable, but her response to Quinn is not; "If I were able to defeat the golems myself, I would have not required others, and would have been able to keep all my people's treasure for myself. I know I am useless against the living stone, and leading would only bring my death." She continues to follow the group from behind.
An opening is seen in the coral wall on the right, a black oval that moves into the interior. Tieria explains that the group is moving through the outer buildings that surround the Palace. "Abandoned since my people fled."
.................. Map emailed...
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Peerimus Gt Octopus AC 23 HP 87/87 d20+16=29 Wednesday September 26th, 2007 2:21:16 PM
A tentacle flicks out, catching Quinn in the back of the head. Another scoops up a loose piec of debris as Peerimus swims forward another 30'. The tentacle with the torch extends out from him to hold the everburning flame 15' further to the right and the opening as he passes. Hoping his Low light vision will allow him to see nearly the whole of the interior. Yet another tentacle raises and waves to Tieria and still more curve about under him. [Cast Barkskin] [Spot 29 to the interior of the building]
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, (2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Quinn Wednesday September 26th, 2007 7:14:13 PM
Quinn give the thumbs up sign to Peerimus's encouragement of his action and the Cleric of Gargul tries our his ne movement capabilities. Quinn will shuffle foward with the rest and when he passes Kazak he bubbles "Come on Cousin, we need you up front to slice and dice the big bad golems. Do I need to summon a water elemental to help you move?" Quinn smiles at Kazak.
"Acutally, more of the freedom of movement would be better for our Cousin Kazak...You have any more Brother Peerimus? We need the tip of our spear as agile as possible, at least for a dwarf. Actually, I think our stout cousins are quicker of foot than me."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in Effect:
Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Durgan Wednesday September 26th, 2007 8:10:16 PM
Durgan continues to move into the palace area taking the lead. "Can any of ye help with this communicatin' problem?", the dwarf mumbles. "It ain't so bad in here. We are hardly any wetter than we were on the surface."
"The girl-triton seems sad about givin up the treasure. Ye sure about lettin' us keep it all lass?"
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch
Savin Wednesday September 26th, 2007 8:48:57 PM
Savin swims along waiting for the hammer to drop He says to their guide, "It is wise to know your limitations. Their is no shame in not being able to tackle a golem. I am not sure I can either but we will give it our best shot."
Kazak Thursday September 27th, 2007 1:05:28 AM
The dwarf grins as they continue towards the underwater palace ......dragged by peerimus.
"So since we are preparing this attack versus the Stone Golem's.......what type of tactics shall we use ......i mean as teamwork wise ?.....we are afterall still getting used to each others fighting styles" remarks Kazak to Peerimus
Musing to Quinn " so whats for dinner tonight ???.....i'm getting hungry " as he peers about the surrounding sea
Randall Thursday September 27th, 2007 8:21:18 AM
Randall answers Karzak
" Well, I'll be casting Hast and Enlarge on the party. Then Mirror image on the fighters. Then I'll be providing spell supports with walls, Telekinesis, the odd Disintegrate and I've got a Repulsion spell if we get stuck and need a breather. "
Vinder the Hilt Thursday September 27th, 2007 9:10:10 AM
Vinder tries to stick close to Kazak and his light. He finds more comfort in being able to see what's around him, easier. He continues to glide along, just waiting for something big and disgusting to jump out and eat them all.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater
Skrag Attack - rd 1 [DM SteveK] d20+9=29 d20+9=24 d20+9=18 d20+9=16 d6+6=11 Thursday September 27th, 2007 2:28:16 PM
The Children of Chaos continue to move forward through the coral channel. Peerimus sees that the opening to the right is a hollow hall-like area, and it looks completely unoccupied.
Durgan, using his dwarf-vision, is able to spot another opening in the coral wall to the left. Something is not right about it, but Durgan gets no chance to identify what made him pause.
Coming down out of the dark from the top of the coral cliffs are large rubbery humanoids that look like trolls with fins. Two more come around to block the way to the rear, and with them are three 15-foot sharks!
Swimming swiftly, three are able to get into position and attack!
Troll3: claws at Durgan and strikes (AC nat 20, no crit, Dam 11)
Troll4: passes within Peerimus' tentacles (Peerimus take an AOO) before missing Durgan
Troll2: swims against Savin, but misses the monk.
.................. Map emailed...
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Randall HP 63 AC 18 10d6(5+4+4+2+1+5+6+5+1+3)=36 d20+22=23 Thursday September 27th, 2007 3:13:27 PM
Seeing the beasts coming towards the party, Randall uses his staff of fire to cast a steam ball ( fireball).
Centered at the south/ouest corner to T5 ( DM, could you add grid numbering, a North arrow and scale next time please and thank you?)
Spell check 23 Damage 36
He then moves as far as he can north.
========================================= Effects Pearl Extended Resist Element
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form,2-Haste Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
OOC DM SteveK Thursday September 27th, 2007 7:08:51 PM
All, if someone hasn't gotten the map or fail to be able to open the map, please email.
I've changed the map to provide grid numbers and a north seeking arrow :)
Firn'gaer (Triton) - AC 20 Thursday September 27th, 2007 8:30:21 PM
Firn'gaer targets I/J,7/8 with a slow spell. The spell targets the trolls within range: T1, T3, T4.
Silenced Slow: Will save DC20
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Durgan AC 30 Hp145/156 d20+23=41 d20+18=31 d20+13=22 d10+10=12 d10+10=11 d10+10=13 Thursday September 27th, 2007 9:44:39 PM
Durgan sees the trolls and reacts in usual dwarven fashion. "Hey! I didn't know there was such ugly things underwater. Shoulda done this years ago!" Durgan takes a few swings at the trolls to see what they're made of.
actions: attack T4 = 41, 31, 22 dmg = 12, 11, 13
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch
Peerimus Gt Octopus AC 23 HP 87/8 d20+14=34 d20+14=20 d4+5=6 d4+5=9 d20+14=34 d20+14=23 d20+14=34 d20+14=27 d20+14=26 d20+14=18 d20+14=34 d20+14=24 d20+14=27 d20+14=20 d20+9=20 d4+5=8 d4+5=6 d4+5=8 d4+5=8 d4+5=6 d4+5=6 d4+5=9 d4+5=7 d4+5=8 d4+5=6 d8+2=6 Thursday September 27th, 2007 9:58:19 PM
The trolls come in and Peerimus lashes out with a tentacle. It slams into the troll as it passed far too close. [T4 AoO Hit AC 34 crit 20 Dmg 6+9] Randall's Fire is directed towards the Rear and Firngaers goes to the trolls about Durgan. Peerimus decides that his immediate attention would directed there. The sharks were large but the rest of the party was all towards the rear. Durgan was on his own. Peerimus closes 5' towards T4 and attacks it.
[Tentacles Hit AC 34 crit 23/34 crit 27/26/18/34 crit 24/27/20 Bite AC 20 Dmg 8+6/8+8/6/6/9+7/8/6 Bite 6]
If any in the rain of blows fells the troll, Peerimus strikes one more time and then switches targets to T2.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, (2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Savin ac 31 hps 137/137 d20+13=20 d20+13=22 d20+13=33 d20+13=14 d20+8=21 4d6(1+6+5+3)+13=28 4d6(1+6+2+6)+13=28 4d6(4+6+1+1)+13=25 4d6(4+6+5+6)+13=34 Thursday September 27th, 2007 10:27:42 PM
Savin launches into action against the undersea troll punching it several times in a flurry of blows attack.
(ooc rolled +5 power attack hitting ac 20 for 28 points of damage, ac 22 for 28 points of damage, ac 33 missed critical for 25 points of damage and finally ac 21 for 34 points of damage. Total damage is 115)
Savin is amazed at the power of his strikes after the new gloves magic is added to his own power.
He calls out, "How do we stop them from regenerating down here?"
Kazak Ac 32 Hp 158/158 d20+22=36 d20+17=22 d20+12=30 d10+11=12 d10+11=16 d10+11=17 Thursday September 27th, 2007 11:28:23 PM
Tthe warrrior slides his shield into place and draws his steel sword and moves into position to attack the nearest opponnet
The dwarf slogs his way thru the unfamilar atmosphere trying to gauge how best to move about
no map e-mail addy posted put Kazak where appropiate as to location as i have no visual reference till map appears,don't worry i trust ya ;-)
Vinder the Hilt HP102/102 AC 25 (2 weap defense) Dodge AC 26 vs T2 d20+15=26 d4+2=5 d6=1 d20+15=29 d4+2=4 d6=5 Friday September 28th, 2007 9:54:20 AM
The fear that Vinder had been suppressing breaks past his weak defenses and overtakes the young rogue. Big sharks. Just what he was the most afraid of.
Fortunately, Vinder isn't one to curl into a ball when afraid, but rather lashes out in desperation. He pulls his two daggers from his belt and swims past Savin to P10. (Mobility feat: +4 to AC for any AoO bringing his AC to 29, or 30 against T2)
He stabs frantically at the troll (T2) with both knives. (Hits AC 26 for 5 normal damage + 1 fire damage = 6 total damage; Hits AC 29 for 4 normal damage + 5 cold damage = total 9 damage)
(OOC- Vinder has a flaming dagger. Would that still affect a troll's regeneration, even underwater? Inquiring minds want to know!)
Quinn AC 25 HP 110 d4+1=3 d20+18=25 d20+14=31 Friday September 28th, 2007 1:25:01 PM
Quinn nodds at Kazak as he becomes the tip of our spear. "Cousin you have the tactics down. You kill the bad guys and we keep you standing. Just remember you must confront the Golems when they arrive."
Quinn motions for the Triton to come behind him for cover and then conjoures up several celestial sea cats (3) to help next round.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Summoned (3) sea cats - 13 rounds
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Randall throws a small bead of light that rapidly explodes into a ball of steam, smashing into two scrags and two sharks. The wizard then puts his back up against the coral wall, moving as far as he can north without running away from the battle. The mage also becomes visible.
Firn'gear looks to slow down the skrag attack, and manages to reduce the responses of two of the attacking acquatic trolls. (depicted as * on map)
Durgan's axe bites deep into Skrag#4. There is no retreat in the dwarf's mind.
Peerimus' first tentacle smashes Skrag#4 to the ground, and a second tentacle delivers an insurance punch. His follow-on attacks all hit and severely wound Skrag#2.
Savin also makes extremely short work of his aquatic troll, and then asks a very shrewd question.
Kazak was on the opposide flank of the attack and is not able to get into contact. Moving through the cold and dark waters, he pushes towards the back to get at the flanking sea-trolls and thier pet sharks.
Vinder moves to help Savin but is only able to administer the coup-de-gras for the bludgeoned troll. Vinder's dagger steams constantly in the water, but it looks like it is enough to permenantly kill the water-troll.
Quinn checks the area to understand the battle, encourages Kazak's attack, and recommends that the Triton stay near the back. He then begins a complicated spell...
Trace quickly gets his bow to bear on the shark that is coming in from behind and fires. The first arrow drops the wounded shark(AC23 Dam12), and so the follow-on shots are directed at the wounded sea-troll with one arrow hitting (AC26 Dam6) and the second floating off into the darkness. The bow hums in glee at slaying the shark.
Tieria is able to quickly swim in an arc and end beside Quinn. "I shall take your offer of protection, human. I have no means of defeating Skrags."
The sea-trolls and sharks gleefully press in to rip and rend. Troll1: Approaches Durgan and fails to strike.
Troll3: Is slowed and unable to connect with Durgan again.
Troll5 and Troll6: Both push forward and seek to kill Kazak, but the dwarf holds them off with his shield.
Shark2: goes after Savin, but the monk is too fast and the bite goes on empty sea.
Shark3: goes after Kazak, and misses
Skrag AC 16 Shark AC 15
.................. Map emailed...
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Randall HP 63 AC 18 d20+22=35 10d6(6+3+6+2+5+3+5+3+1+4)=38 Friday September 28th, 2007 8:59:20 PM
"Since it worked so well last time, let's do it again...."
Randall points his staff at the beasts again. A small bead leaves the staff and travels through the water, exploding amongs the creatures.....
Spell Check 35 Damage 38 detonates at intersection u,v/13,14
=============================================== Effects Pearl Extended Resist Element
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form,2-Haste Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Savin ac 31 hps 137/137 d20+8=11 d20+8=18 d20+8=24 d20-2=16 3d6(3+1+2)+18=24 3d6(4+3+3)+18=28 3d6(6+5+5)+18=34 Saturday September 29th, 2007 8:36:35 AM
Savin will take a 5' step to O11 and then with his flurry of blows lash out against the sharks that are threatening his friends. Since he doubts the sharks are evil, just a little misguided, he decides to use the mercy side of his new magic item.
Savin attacks S2 first but misses with his first blow. He makes up for with his second and third swings doing 52 points of subdual damage to the shark. Savin hopes that hurt enough to make the shark go eat some fish and leave his buddies alone.
Savin turns his final blow to S3 and does 34 points of subdual damage to it hoping for the same results.
(ooc explaination of attack. Savin did a 10 power attack. Damage +5 for str, +10 for power attack, +3 for velvet fist, 2d6 normal monk damage, 1d6 extra for velvet fist being used with mercy ablility)
Peerimus Gt Octopus AC 23 HP 87/87 d20+10=16 d20+10=14 d20+10=15 d20+10=15 d20+10=11 d20+10=23 d20+10=15 d20+10=14 d4+8=12 d4+8=9 d4+8=11 Saturday September 29th, 2007 11:03:02 AM
Peerimus splits his attacks, taking full advantage of his forms long reach. He puts more force behind each blow as well.
[Attack T1 Hit AC 16/14/15/15 S3 Hit AC 11/23/15/14 Troll takes 12 dmg Shark takes 9/11 PowerAttack 4]
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, (2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
Quinn AC 25 HP 110 d20+11=12 d20+11=13 d20+11=24 d20+11=18 d20+11=29 d20+6=9 d20+11=13 d20+11=31 d20+11=14 d20+6=8 d8+4=6 d6+6=10 d6+6=8 2d6(1+6)+6=13 d6+6=10 d20+18=27 d20+14=31 Saturday September 29th, 2007 7:15:14 PM
Quinn is please that the Triton found refuge in time and smiles at her before directing his new sea cat friends to attack Shark 2 (S2).
"Go get'em kitties"
The Sea Cats appear at 0 14, P14, Q14 and attack with glee.
Ac 11 Miss AC 13 Just miss AC 19 (took 5 off roll) Damage 6 Hp for bite
Ac 18 10 damage Ac 29 8 damage Ac 9 Bite misses Rend 13 damage
Sushi floats in the water as Sea Cat 2 rips up the shark
Ac 13 Miss Ac 31 (Critical threat 14 just missed) damage 10 Ac 8 Bite Misses
Total damage is 47 Hp (without the two potential flanking hits)
The sea cats look hungry and shark will satisfy their appetite.
OOC: I did not take flanking for this round, if you allow it the critcal hits and one other claw.
---------------------------------
Augment Summoning Celestrial 3 Sea Cats +4 Str & Con Hp 63 AC 18 Move 40 ft Attack +11/+11/+6 Damage D6+6/D6+6/D8+4 Rend 2D6+6 Listen +8 Spot +7 F/R/W +10/+6/+5 Dark vision - low light vision - scent Damage reduction 5/- ----------------------------------------
Quinn takes some time to pump up his mace as he watches the battle: cast greater magic weapon.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Summoned (3) sea cats - 1/13 rounds Greater magic weapon on mace 13 hours
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Kazak Ac 32 Hp 158/158 d20+22=40 d20+22=41 d20+17=29 d20+12=29 d10+11=21 d10+11=16 d10+11=20 d10+11=19 Saturday September 29th, 2007 10:51:50 PM
"Ya dang fishy trolls "growls the dwarf as he engages the two skrags (T5,T6)his steel blade slicing thru the water slashing the watery fiends
1st swing d20+22=40 crit hit d20+22=41 crit hit made !! damage d10+11=21,d10+11=16 total=37 2nd swing d20+17=29 damage d10+11=20 3rd swing d20+12=29 damage d10+11=19
As the water churns with skrag blood the dwarf quickly scans the watery battle field ......looking both side to side and above and below himself.
(Steve -good post!! i like your info.....the dwarves still live ;-))
Durgan AC 30 Hp145/156 d20+23=42 d20+23=28 d20+18=35 d20+13=23 d10+10=13 d10+10=14 d10+10=11 d10+10=20 d10+10=17 Sunday September 30th, 2007 9:01:42 PM
Durgan presses the attack against the trolls and notes with satisfaction that his armor is holding up the ones on this end. "Hey Kazak, I wonder if they stink more than their land-based cousins?"
actions: attack T4, then T3 with leftover(if any) attacks attack rolls = 42(crit check)- 28 for crit?, 35, 23 dmg = 13( +14, +11 if crit, total if crit= 38), 20, 17
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt)
Vinder the Hilt HP102/102 AC 25 (2 weap defense) Dodge AC 26 vs S2 d20+15=31 d20+15=32 d20+15=20 d20+10=29 d20+10=15 d20+10=18 d20+5=24 d20+5=15 d20+5=22 d4+2=6 d6=6 d4+2=3 d6=5 d4+2=4 d6=1 d4+2=4 d4+2=5 Monday October 1st, 2007 9:27:45 AM
Vinder takes a 5' swim (step) to M12 and attacks S2. A wordless yell, accompanied by a swarm of bubbles, explode from his mouth as he buries his steaming dagger into the side of the shark, then his cold dagger, and lifting his first dagger out, he slams it in once more. (Hits AC 31 for 6 normal damage + 6 fire damage = 12 total damage, Critical hit AC 32/AC 20 for 7 normal damage + 5 cold damage = 12 total damage, Critical hit AC 29/AC 15 for 9 normal damage + 1 fire damage = 10 total damage; TOTAL DAMAGE = 33)
If Savin has already dropped S2, then Vinder swims to J11 and attacks T4 for 24 total damage (6 of which is fire damage and 5 of which is cold damage)
Trace d20+24=44 d20+24=31 d20+24=26 d20+19=29 d20+16=33 3d8(6+5+3)+9=23 2d6(6+3)=9 d8+9=12 d6=4 d8+9=12 2d6(5+1)=6 d8+9=11 2d6(2+5)=7 Monday October 1st, 2007 12:54:56 PM
Trace turns and aims at (t3) the troll getting the least amount of attenion and fires off four glowing shots.
hit ac 44 crit hit(31) damage x3 +2for favored enemy = 23hps + 9 holy = 29 total hit ac 26 +2 for favored enemy = 12hps + 4 holy = 16 total hit ac 29 +2 for favored enemy = 12 hps + 6 holy = 18 total hit ac 33 +2 for favored enemy = 11 hps + 7 holy = 19 total total damage this round = 76 hps
Level 1: resist energy, entangle Level 2: Bark-skin, Cats Grace (cast on self) Level 3: natures aly, natures aly
Skrag Attack - rd 3 [DM SteveK] d20+4=10 d6+6=7 Monday October 1st, 2007 2:08:17 PM
(Underwater 10 rounds) Blood and evicera float in the dim torch-light deep below the waves as the attacking monsters are decimated by the might of the heroes!
Randall easily concentrates enough to cast a fiery spell in the depths of the black ocean. He releases another steamball that seems to be just as effective against water-trolls as a fireball. He catches T6 in the blast, and the monster ceases to move.
Savin's two fists knock out the first shark momentarily and also rocks the second shark with a tremendous blow.
Peerimus strikes one of the sea-trolls in front of Durgan and then pummels the last shark that shows any interest in still attacking.
Quinn calls up three Sea Cats that ferociously attack the stunned and subdued sharks from behind. (Flanking is in effect) The first two tear one into little bitty bits, and the third rends the final shark with additional damage (Crit successful) and the shark begins to drift to the ocean floor. Quinn himself augments his mace, awaiting a time to close with the foe through the chilled waters.
Kazak sees T6 is floating aimlessly from Randall's fireball, and so takes his frustrations out on T5. Planting his broad feet firmly on the submerged flagstones, his sword nearly cuts the sea-troll in half with three vicious strikes!
Likewise, Durgan ignores the already drifting T4 and strikes down T3 in three well placed hits.
Vinder sees the sharks shredded before him by Savin and the SeaCats, so he swims to T4 and delivers the coup de gras with his flame/steam dagger.
Trace spins in the water and locks his targeting on the only enemy still moving, T1. He fires four arrows into the watery gloom, but only two strike true (-2 for every 5 feet in water = -16 to hit T1) Still, it is enough, and the last sea-troll slumps forward unmoving.
Tieria is amazed! In the span of a dozen heartbeats, these humans have destroyed six skrags and thier pets. But wait... "Look to your foe!", she calls to the Children of Chaos, "for some knit back together again!" And the CoC see this is true, for four of the forms are closing wounds and knitting flesh!
The three Sea Cats look about for other enemies of thier master, Quinn.
Skrag AC 16
.................. Map emailed...
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Vinder the Hilt HP102/102 AC 25 (2 weap defense) Dodge AC 26 vs T3 d20+15=35 d20+15=17 d20+15=18 d4+2=5 d4+2=3 d6=4 d4+2=6 d6=1 Monday October 1st, 2007 2:23:23 PM
Vinder drifts to H11 and slices into the healing T3 with both knives.
Hit AC 35 (Crit Confirm 17) for 8 dam + 4 fire dam = 12 total Hit AC 18 for 6 dam + 1 cold dam = 7 total
Firn'gaer (Triton) - AC 20 5d4(4+4+1+2+2)+5=18 Monday October 1st, 2007 7:01:31 PM
Firn'gaer lets a magic missile go at T1.
Damage - 18 points
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Randall HP 63 AC 18 d20+22=27 5d4(2+1+1+3+4)=11 Monday October 1st, 2007 9:45:28 PM
Randall points his staff at the beasts again. Randall activates a burning hand spell effect and aims the cone of fire at T5.
Spell Check 27 Damage 11
=============================================== Effects Pearl Extended Resist Element
Cantrips 2-Light, 2-Ray of Frost, 1-Mage Hand, 1-Open/Close First level (7): 2-Shield, 5-Magic Missile Second level (7): 2-Darkness,2-Mirror Image, 2-Knock 1-Levitate: 3rd Level 1-Dispel Magic,1-Protection from Energy 1-Tongues,1-Gaseous Form,2-Haste Fourth level (6): 1-Stoneskin,1-Globe of Invulnerability, Lesser 1-Resilient Sphere,2-Invisibility, Greater 1-Enlarge Person, Mass: Fifth level (5): 3-Wall of Force,1-Passwall,1-Telekinesis Sixth Level (4) 1-Dispel Magic, Greater,1-Repulsion,2-Disintegrate Seventh Level (2) 1-Spell Turning, 1-Forcecage
Durgan AC 30 Hp145/156 d20+8=28 Monday October 1st, 2007 10:38:48 PM
"Hey Vinder, take of this one too eh?"
actions: Durgan looks around to see if any more enemies approach. He also keeps a watchful eye on the fallen trolls until they are dispatched. spot= 28 (yea! a twenty)
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt)
Posting Report For: Monday October 1st, 2007 10:55:59 PM
Game #4 Children of Chaos For the week of September 24, 2007
Dweezil watched as the Children of Chaos made short work of their opponents. The sea-trolls and sharks didn't stand a chance. For the first time since entering the water, Dweezil smiled. The carnage was rather awe-inspiring. Heroes do tend to make a mess of things. Dweezil looked over at the magic journal as it studiously recorded the entire battle. Dweezil just shook his head. He was no longer amazed at the journal's ability to record the group's every action no matter the environment. Suddenly Dweezil sat up at full attention and looked around. Back on the Abyss, any battle causing this much carnage usually attracted scavengers. Dweezil hoped there were no more sharks around...
Savin ac 31 hps 137/137 d20+8=12 d20+8=23 d20+8=16 d20-2=2 3d6(3+4+1)+18=26 3d6(5+3+2)+18=28 Monday October 1st, 2007 11:36:12 PM
Savin pummels into S3 doing a full power attack hitting twice and causing the shark 54 points of subdual damage.
This is assuming that their is a shark left. Map looks like there is but not totally sure. If not, Savin will move forward to engage a troll, but misses with his swing.
He calls to Peerimus, "We have to find a way to permanantantly kill these scrags. While they aren't a real threat to us, I don't like leaving dangerous, evil creatures behind. If the tritons come back to their old home, they could be a menance to them.
Kazak Ac 32 Hp 158/158 d20+22=29 d20+17=24 d20+12=22 d10+11=14 d10+11=12 d10+11=18 Tuesday October 2nd, 2007 12:54:24 AM
Hearing his friends voice their concern about the self healing sea trolls ......the dwarf eagerly attacks the two floating skrags in front of him (T5,T6)
" this oughta keep ya still for awhile till they figure out what to do " growls Kazak as his blade slashes at his foes
"yeah Durgan....these are real stinkers for sure......no wonder fish small bad with these in da water "
Trace Tuesday October 2nd, 2007 1:40:39 AM
Well on land we get rid of Trolls with fire, but not sure how we finish them off under water. Lets try and seperating their heads from the bodies.
Level 1: resist energy, entangle Level 2: Bark-skin, Cats Grace (cast on self) Level 3: natures aly, natures aly
(is there a need to roll attacks with seeking arrows and distance? or do i just roll damage?
Quinn AC 25 HP 110 d20+8=9 d20+8=18 d20+8=15 d20+7=9 d20+7=15 d20+7=8 d20+14=34 d20+18=23 Tuesday October 2nd, 2007 9:10:18 AM
Quinn calls over his kitties and gives them a scratch as they swim over him. "Spread out and Swim wide kitties and see what you can see. Keep the nasties away from us non swimmers, the one octipi and the triton."
OOC: Looking for the celectrial sea cats to swim in a circle around the group 100 feet out and 50 feet between them: searching.
Spot 9, 18, 15 Listen 9, 15, 8
THe sea cats seem a bit distracted by all of the bits of shark in the water that the gobble up as they swim.
---------------------------------
Augment Summoning Celestrial 3 Sea Cats +4 Str & Con Hp 63 AC 18 Move 40 ft Attack +11/+11/+6 Damage D6+6/D6+6/D8+4 Rend 2D6+6 Listen +8 Spot +7 F/R/W +10/+6/+5 Dark vision - low light vision - scent Damage reduction 5/- ----------------------------------------
Quinn looks around "Why are the evil water trolls around and not the golems. Do the Golem's tolerate the trolls and not the Tritons?" Quinn bubbles.
Fort Save 34
Concentraction 23
Quinn cast comprehend languages so that he can understand the Trition if she answers his query or even the water trolls.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Summoned (3) sea cats - 2/13 rounds Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Peerimus Gt Octopus AC 23 HP 87/87 Tuesday October 2nd, 2007 9:22:28 AM
The Octopus blinks at Savin, the flickering torch burning in the deep balck sea to the side of it. A tentacle seems to unroll itself and bumps Vinder. The tentacle then points to the trolls. Peerimus then moves 10' up and map left.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, (2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Vinder finds his niche as the steaming dagger dispatches another troll. It seems that in the water, the dagger only steams, but when inside the skrag's flesh, the flaming properties are enough to slay the monsters.
Firn'gear throws magic missles at a regenerating skrag which further retards the regeneration process.
Randall overcomes the waters impediment and steams a troll with a Burning Hands spell. The external application of flame spells doesn't seem to have the same effect as Vinder's dagger, and the skrag continues to regenerate.
Durgan brings his eyes to the area around the group, looking for any more enemies. His keen dwarven senses look beyond the murky torchlight, but see nothing beyond the coral channel the group is currently in.
Savin realizes there are no sharks, only summoned Sea Cats, so he swims over to ensure the sea-trolls behind the party stay in a state of regeneration.
Kazak also puts in his two coppers worth of keeping ahead of the trolls' regeneration capabilities.
Trace suggests beheading them for an effective coup de grace. (ooc: Seeking reduces percentage misses due to concealment, displacement, etc. Still have to roll 'to hit' as normal. Distance only doubles the effective range. So for Trace, with the Bow his underwater range incriment is -2 to hit per 10 feet.)
Quinn calls in his lion-fish and gives them his commands in Celestial so they can understand him. Within seconds, the summoned creatures leave whorls of water about Quinn while they swim out to seek other enemy. The cleric maintains his focus on the golems and wonders why they haven't arrived yet.
Peerimus/Octopus blinks at Savin and directs Vinder to the floating trolls.
Tieria blinks at Quinn, obviously impressed with his ability with the ferocious SeaCats, but explains her thoughts on the golems. "According to the stories, the Golems will not venture out of the Palace. They guard the Palace and not the entire mountaintop."
The sea-trolls lay about and continue regenerating. It becomes clear that flame spells striking the outside of the skrags only result in steam, but flames from the inside sear the sea-trolls flesh and cease thier regeneration. After this discovery, it is all too easy for the group's warriors to pummel the trolls into paste until Vinder sinks his flaming dagger into the flesh administering the coup de grace.
It takes several seconds for the trolls to become no threat to anyone ever again. By this time, the Sea Cats are circling the group at the limit of the dwarves sight (about 60 feet). It doesn't look like they have spotted anything else to rend.
"You are powerful for land-dwellers", Tieria exclaims, "I can soon see the end of the golems that destroyed my people's place." She points down the coral channel. "The entrance to the palace is but a little ways hence."
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Durgan AC 30 Hp145/156 d20+8=9 Tuesday October 2nd, 2007 3:56:27 PM
"Well, let's go then. I reckon there's some more beasties to smash before these tritons can move back into their home."
actions: Move 40 feet towards palace, looking around as he goes. Spot check = 9
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt)
Randall Tuesday October 2nd, 2007 8:34:26 PM
Randall swims up to Peerimus and covertly says to him ( in a way that Tieria couldn't hear )
" Call me paranoid, but I don't trust Tieria... maybe one of us should stay close in case of treachary? "
Savin ac 31 hps 137/137 Wednesday October 3rd, 2007 8:50:28 AM
Savin watches Peerimus try an communicate with him and spreads his hands wide and says, "Ah Peerimus, I am sure you know exactly what you want me to do but I don't have a clue. Me no speak octopus or sign language. You should come up with some universal hand gestures we all understand for when you are in different forms and can't speak a civilized tongue."
Savin pummels trolls until they can be destroyed and then says, "Well that was a nice first course but I am ready for the main meal. I am curious to see Kazak's new weapon in action. Maybe we should all just stand back and let him destroy the golems." Savin slaps Kazak on the back to show he is jesting.
Vinder the Hilt Wednesday October 3rd, 2007 9:26:44 AM
After the skrags have been dealt with, Vinder sheathes his knives. He looks at all the dead trolls.
Well, I guess I'm not totally useless, then.
He seems a little more confident in himself, though still not comfortable at the bottom of the ocean. He glides after the others.
Active Spells/Items Endure Elements (Peerimus): 48 hours Cloak of the Manta Ray - breathe underwater
Trace Wednesday October 3rd, 2007 11:44:19 AM
Trace falls in line with the rest of the group and if able drinks down a potion of darkvision. He thinks to his bow """Is the triton a threat to us ?""""
Level 1: resist energy, entangle Level 2: Bark-skin, Cats Grace (cast on self) Level 3: natures aly, natures aly
The Grand Courtyard [DM SteveK] Wednesday October 3rd, 2007 1:44:54 PM
(Underwater 21 rounds)
(Quinn: It has now been 8 rounds since the Sea Cats were summoned.)
After the skrags are dispatched (3 rounds) and the viscera floats away, the Children of Chaos form up and continue on thier way. The summoned Sea Cats continually circle Quinn at the very edge of darkvision capabilities, and the depths appear... quiet.
Durgan happily swims forward to continue to look for the Palace.
Randall has his suspicions aroused over thier 'guide' and suggests to Peerimus that the Triton should be watched.
Savin confesses to being confused by Peerimus' octopi pantomime and suggests that some pre-agreed upon hand signals will help the group in the future.
Vinder is a little more confident, but still doesn't like being so, so deep into the cold water...
Trace falls in and sucessfully drinks a potion of Darkvision, enhancing his eyesight tremendously. Through his telepathic link to his bow he hears a response Highlight to display spoiler: {I feel no evil towards you, but there is something the Triton is not revealing }
The others continue down the channel.
It takes half a minute (5 rounds at 30 feet per round, being maximum movement by Peerimus and assuming Kazak and Quinn get helped by thier friends) to traverse the rest of the coral channel. During that time, Quinn and Kazak feel the great pressure of nearly 300 feet of water above them (Fort 16 or 2d6 damage).
Durgan is the first to arrive at a wide open area. The torches reveal nothing in the shadowy distance, and even Durgan and Kazak's darkvision can pick up nothing but emptiness 60 feet distant.
Tieria is becoming more excited and calls loudly in Common to be understood by the whole group. "Here is the Royal Courtyard. The Palace is just ahead, with the Grand Doors on the South Side." .................
Map emailed. Feel free to rearrange your marching order by identifying your location in your post. Using Peerimus as the baseline location (ie Peerimus stays where he is and others can locate themselves in relation to the Octopus)
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Peerimus Gt Octopus AC 23 HP 87/87 Wednesday October 3rd, 2007 2:59:57 PM
The massive Octopus looks at Savin and blinks before pointing out front towards Durgan and Kazak. As Randall swims up, he finds the octopus pointing 6 great tentacles at Firngaer. The 7th moving up to block the Randall's mouth. The group swims on, The octopus liesurely moving so as to not outdistance those walking under the affects of the Freedom of Movement spells.
The Courtyard opens up and as Tieria mentions the distance to the doors, Peerimus scoops a small block of debris upon the foor and fills the area with Daylight. [Cast Daylight]
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
OOC: Guys remeber to list all spells on you including those others have cast. Vinder Kazak and Quinn all have Freedom of Movement for 280 minutes
Durgan AC 30 Hp145/156 d20+8=11 d20+8=21 Wednesday October 3rd, 2007 6:03:41 PM
Durgan continues to move out in front looking around as he goes. "Any other stinky monsters around here? Mebbe we should look around so Tierias's people don't have too hard of a time movin' back in? Plus, I could always smash a few more trolls."
"Could someone take care of this small wound I have? I don't want to attract too many sharks, heh heh heh."
actions: Move 40 feet towards palace, looking around as he goes. Spot check = 11, 21
active effects: pearl of the sirines extended Endure Elements(from Peerimus) everburning torch(tucked into belt)
Quinn AC 25 HP 110 d20+18=33 d20+14=29 d8=5 Wednesday October 3rd, 2007 8:45:15 PM
OOC: Please note that Kazak has stout piece of coral in his belt that has a light spell on it.
Quinn is very curious about their new friend the Triton and their surrounding.
Quinn will take a moment to watch the sea cats and wave at them as their take picket duty for the group.
---------------------------------
Augment Summoning Celestrial 3 Sea Cats +4 Str & Con Hp 63 AC 18 Move 40 ft Attack +11/+11/+6 Damage D6+6/D6+6/D8+4 Rend 2D6+6 Listen +8 Spot +7 F/R/W +10/+6/+5 Dark vision - low light vision - scent Damage reduction 5/- ----------------------------------------
Quinn will cast aid on Kazak "Gargul toughen up the tip of our spear."
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Summoned (3) sea cats - 8/13 rounds Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Kazak Ac 32 Hp 173/158 Waterbreathing , Aid+15 Hp,Freedom of movement d20+16=28 Wednesday October 3rd, 2007 10:26:20 PM
Smiling as Vinder's blade finishes off the sea trolls " handy little blade ya got there.....i might hafta think about something like that for my sword "
The dwarf moves after his brother Durgan.....sheathing his steel blade as he follows
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn)
Savin ac 31 hps 137/137 d20+18=30 d20+17=27 Wednesday October 3rd, 2007 11:54:33 PM
Savin watches Peerimus's gestures and asks, "Do you want me to take point? Well I think that is what your trying to tell me. Sounds good."
Savin will move to the front of the group and say, "Peerimus wants me to take point. Let me get around 20' ahead of you but be ready to back me up."
Trace Thursday October 4th, 2007 12:27:16 AM
Trace calls for everyone to hault and them moves between Peermius and the Triton, Trace half way raises his bow with four seeking arrows ready to fly, "You Triton, I dont sense any evil with you but before we move another step you must tell all and I warn you that I will know if everything you know has been reveeled. I dont want this to put a damper on the situation but if we are in combat together then we need to trust what is at our backs and there is unreveled knowlage about you and what you know."
Level 1: resist energy, entangle Level 2: Bark-skin, Cats Grace (cast on self) Level 3: natures aly, natures aly
Vinder the Hilt Thursday October 4th, 2007 9:02:09 AM
Vinder moves forward to be behind and between Durgan and Kazak. If he is needed at the front for traps, he will be available to scoot up and take a look. Otherwise, he is content to be surrounded by powerful fighters.
Randall Thursday October 4th, 2007 11:18:30 AM
The mage activates his ring of invisibility and continues to follow the others.
Firn'gaer Thursday October 4th, 2007 12:01:05 PM
Firn'gaer continues to stay with the group. He keeps his relative position with respect to Peerimus as the group moves.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Peerimus 2nd Post Thursday October 4th, 2007 6:12:14 PM
Peerimus quickly changes direction and deposits his bulk directly in front of Trace. between the elf and the Triton.
Durgan Thursday October 4th, 2007 7:40:42 PM
sighs..."Leave it to an elf to slow down monster huntin'!" Durgan stops and waits. He gets out his crossbow and puts away the axe while the group is stationary and keeps a look out.
The Grand Courtyard-2 [DM SteveK] Thursday October 4th, 2007 10:15:24 PM
(Underwater 22 rounds)
(All: Please state if character is hustling; doing a double move. Per PHB, one hour of hustling is allowed per day without adverse effects.)
Peerimus continues his pantomime and then casts a spell to enhance seeing upon a stray pebble he picks up.
Durgan wonders if he can get the scratch from the last battle seen to and continues to keep his spirits lifted.
Quinn provides magical Aid to Kazak and becomes silently curious about Tieria the Triton.
Kazak also continues to crack battle jokes while moving forward in the watery deep.
Savin's speed with the Pearl allows him to streak out ahead of the group to be lead scout. (hustling allows Savin to move 120')
Trace is more concerned with the triton 'guide'. Bow and four arrows along with an ultimatum are pointed in her direction! Peerimus doesn't like the gesture and puts his Large body in between the ranger and the Triton.
Vinder keeps behind the dwarf wall of protection, and the manta ray from Dirt City feels safer.
Randall becomes a bubble in the ocean and follows the group.
Firn'gear also easily stays with the group.
Tieria stares at Trace as expressionless as a fish, her black eyes revealing nothing before the Giant Octopus moves between the two. "No, I will answer. All I have told you about the golems and the story of my people is the truth. There is nothing that I know that says the golems will do anything other than wait until you enter the doors before attacking." Unapologetically she continues, "I also knew about the skrags infesting the coral. I figured that if you land-dwellers couldn't defeat the sea-trolls, or had a difficult time, I would lead you elsewhere for you would have no chance against the golems. Better to have some dead than all."
"To tell all my secrets would require you to tell all of yours. Do you wish to bare all? Or perhaps you do not wish the lost treasure of my people? You may turn around now and be no better or worse off." Tieria still shows no emotion, and Trace's bow links to him in thier bond... Highlight to display spoiler: {I sense no lie in its words}.
In the furthest dimness of the Daylight spell, a huge rounded wall stretches from the courtyard to be lost in the dark waters above.
..................
Seamount Obstacles The seamount where the triton ruins are is 250 feet from the surface. That deep has several obstacles for the characters. These obstacles can be overcome by various means.
Drowning. If a hero doesn't have (or loses ability) to breath underwater, he may hold his breath for #rounds = x2CON. After this, the hero makes DC 10 Con +1 per round check in order to continue holding her breath. When a hero fails his Con check, he begins to drown. 1st round, unconscious (0 hp). 2nd round, --1 hit points and is dying. 3rd round, he drowns (dies).
Very Deep Water deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Descending is a Fort DC15 for one minute, and d6 damage for a failed save.
Light. At 0 -- 100 feet, can see 40 feet At 100 -- 200 feet, the light is shadowed, can see 20 feet At 200 feet, dark, can't see without own light.
Spellcasting: Spells require a Spellcraft check DC 10+ level of spell to pronounce correct the words. Speaking Aquan, requires no Spellcraft check since Aquan was made for underwater creatures.
Cold: Hypothermia. Below 30 feet in the Plactic Ocean, an unprotected character must make a Fort save (DC 15, +1 per previous check) per 10 minutes, taking 1d6 points of nonlethal damage on each failed save. Any failed save also contracts hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure. Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
Quinn AC 25 HP 110 d20+18=26 d20+11=18 Thursday October 4th, 2007 11:18:34 PM
Quinn see Trace, Peerimus and the Trition assume interesting postions and listens to the Trition "Well I am glad we passed the first test. I just hope there are not too many. School always bored me. Lets get to the golems Brothers."
Quinn look out ahead "Brother Savin, please draw forth the golems for Cousin Kazak to slay as he is starting to look waterlogged and I know that makes him grumpy."
---------------------------------
Augment Summoning Celestrial 3 Sea Cats +4 Str & Con Hp 63 AC 18 Move 40 ft Attack +11/+11/+6 Damage D6+6/D6+6/D8+4 Rend 2D6+6 Listen +8 Spot +7 F/R/W +10/+6/+5 Dark vision - low light vision - scent Damage reduction 5/- ----------------------------------------
Quinn will attempt to signal the sea cat closest to Savin to push out ahead of him "Search kittie, and keep Brother Savin safe"
Quinn will slog forward as best he can and bubble "I trust everyone is ready for some action."
Quinn casts true seeing on himself and he scans the area they are entering.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Summoned (3) sea cats - 8/13 rounds Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Savin d20+18=25 d20+17=33 Friday October 5th, 2007 8:20:31 AM
Savin looks at Quinn in amazement and then shakes his head chuckling. "And I suppose your just gonna sit on the sidelines, scarfing clams and cheering us on hmmm? No I don't think that is a good plan. How about I lead one to Kazak and one to a smug cleric of Gargul. While it beats on you, you can heal yourself and Kazak can get to it after he puts down the other one. Hope it doesn't take him to long. You don't mind sacrificing you body for the greater good do you?"
Savin then says to Tieria, "Your wrong about secrets. Secrets can kill you or your friends. You seem to be very cavalier with our lives. Have you lured other groups to this area who might not have passed your test? Did only a few of them die before you lead them to safety? I know we are just land dwellers to you and maybe not to important, but I am rather fond of all these folks. I will me mighty displeased with anyone who got them killed by withholding information. Yes we are willing to take risks. We are heroes and that is in our job description but if you have any information of a tactical sort that you are withholding, I suggest your rethink your stance now."
Savin waits and then starts to turn away. He stops and shoots over his shoulder, "And if you have any questions for me, feel free to ask. I don't have any shameful secrets that I keep buried."
Savin swim on ahead peering into the gloom. "Here golem golem golem. Here golem golem golem. My friend the cleric wants me to introduce you to him."
spot check 25 listen check 33
Quinn (second illegal post) Friday October 5th, 2007 8:27:45 AM
Torrents of bubbles escape Quinn and he laughs heartily with Savin. "A good plan. I accept. Please bring the golems then and be quick about it. I have gained at least 20 ounds of water weight down here and am looking forward to drying out."
Vinder the Hilt Friday October 5th, 2007 9:12:31 AM
Vinder circles his current position, waiting on the situation between Trace and Tiera to resolve. His frustration is beginning to return.
No time for this nonsense. No time.
Kazak Ac 32 Hp 173/158 Waterbreathing , Aid+15 Hp,Freedom of movement Friday October 5th, 2007 3:55:17 PM
Smiling at the banter between Quinn and Savin "well instead of leading them to me why don'y yu both just lead us to them " cracks Kazak " this way we'll all face them together "
"i mean after all i can barely reach the durned things knees.....maybe one of ya can left me up to get a better swing " laughs the dwarf
" we're monster hunting ?? i thought we're out fishing for dinner "
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn)
Durgan Friday October 5th, 2007 11:32:35 PM
"If ye call stinky trolls dinner, I'm gonna swim back to the Inn at Heranmar."
Tieria the Triton [DM SteveK] Saturday October 6th, 2007 10:53:37 AM
(ooc: Pardon the no posting for Friday. Going to need to resolve the standoff between Trace, Peerimus, and the Triton before moving on.)
The triton looks over at Savin and her unemotional mask wavers. "Now here is a land-dweller that seems more civilized and asks for information instead of demanding it."
"You are the first land-dwellers that I have brought here, so none have died by my guidance here. If you got into real trouble, I would have summoned help and assisted the retreat."
She shakes her head in incomprehension. "I do not know your term 'heroes', and we are not 'friends' or 'family'. You agreed to slay the golems in exchange for all of my people's treasure. There is no other agreement."
"Seeing you slay the skrags so easily, I know I am helpless against even one of you. I have made my people's treasure vulnerable by even showing you this mountain. You can break our agreement and kill me and none of my people would know." And then the mask cracks and everyone can see the contempt on Tieria's face. "If you want to rape the sea's treasure like every other land-dweller, there is nothing to stop you."
Trace Saturday October 6th, 2007 1:39:30 PM
Trace lowers his bow, and begins to march again. "Tieria, we would have come even if you had offered nothing, that is what a hero is. You are the one that offered the loot for us to come. So we will collect when we are done but do not mistake us a evil and I try and ask further questions instead of demanding them. Fair warning though, if you are hiding somthing that is to harm us and I find out, I wont let you die right away. Now as long as there is nothing decietfull in your not sharing then lets move on and get the task done at hand. and please , no more unnesscary test.
Level 1: resist energy, entangle Level 2: Bark-skin, Cats Grace (cast on self) Level 3: natures aly, natures aly
Vinder the Hilt Sunday October 7th, 2007 9:27:40 AM
Vinder sees Trace stand down and hopes that means they can all continue. He is perhaps the most eager of the group to get this all through with. If the party begins to move again, Vinder glides along, keeping his position just behind the Dwarven brothers.
Firn'gaer Sunday October 7th, 2007 11:17:04 PM
Firn'gaer listens in a little surprise at the lecture the triton is receiving at the hands of some of the others. Hoping it ends soon and they can finish what they came to do, Firn'gaer keeps near the center of the pack.
Permanent Spells Detect Magic (requires concentration) Read Magic See Invisibility
Peerimus Gt Octopus AC 23 HP 87/87 Sunday October 7th, 2007 11:31:28 PM
The giant octopus blinks a few times, several things rolling through his mind. If only he could talk. This should have been terribly simple. Move on the palace, destroy the golems and thus win an ally in the waters off Heranmar. Pretty much shot to hell now. now they were treasure grabbing mercenaries with no position greater than themselves. Of course other creatures were in the area. the golems had chased off the tritons and thus created a power vaccuum allowing it. Tieria knowing about it before hand was irrevlevant to the druid. For the sake of Father, he didn't even think she would still be around at this point, having ushered them to the mountain top.
Peerimus again considers taking the weight of the ocean and shifting back to be able to communciate with the Triton, but in the end decides against the action. Saying anything now would likely do little good. She had just been threatened with lethal violence and his hopes of what could have been are now crushed. Trace lowers the bow, the octopus blinks again. Trace then implies of bodily harm towards Tieria, for the love of all that good Trace, he screams in his mind. One good thing has come from the exchange however and Peerimus files that decision away.
One tentacle rolls up to the head of the octopus and thumps it several quick times. Peerimus then points to the triton and then off the way they came. Peerimus turns and swims 60' towards where the entrance to the interior of the palace lies. Using his 20' reach to hold the Daylight enchanted rock out in front of him.
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: Endure Elements, (3) Faerie Fire, Long strider, (2) Charm Animal Level 2: *(3) Barkskin, (4) Resist Energy Level 3: (2) CMW, Protection from Energy, Neutralize Poison, *(2) Daylight Level 4: (3) Freedom of Movement, Rusting Grasp, Control Water Level 5: Animal Growth, ***(3) Extend Freedom Movement Level 6: Heighten Extended Freedom of Movement, Heighten Poison, Greater Dispel Magic, Heighten Control Water Level 7: (2) Heal, Sunbeam, Heighten Wall of Stone
Gt Octopus Large creature 20 Str 266 lb. or less light 267-532 lb. medium 533-800 heavy load Take 10 Swim provides Check 32
OOC: Guys remeber to list all spells on you including those others have cast. Vinder Kazak and Quinn all have Freedom of Movement for 280 minutes
Quinn AC 29 HP 110 d20+11=30 d20+18=21 Monday October 8th, 2007 12:20:05 AM
Quinn continues to scan the area with his true seeing as he move forward with the group.
Spot 30
Quinn is not paying any attention to the triton at this point.
---------------------------------
Augment Summoning Celestrial 3 Sea Cats +4 Str & Con Hp 63 AC 18 Move 40 ft Attack +11/+11/+6 Damage D6+6/D6+6/D8+4 Rend 2D6+6 Listen +8 Spot +7 F/R/W +10/+6/+5 Dark vision - low light vision - scent Damage reduction 5/- ----------------------------------------
Quinn gets ready for the battle that is sure to come and cast Shiled of faith on himself.
6th Level (3/1) (DC:23) Find the path (d) Greater Dispel Magic Summon Monster VI * Banishment
7th Level (2/1) (DC:24) Greater Teleport (d) Holy Word Summon Monster VII
Spells in effect: Magical Vestments on Shield (+3) - 13 hours Magical Vestments on Armor (+3)- 13 hours Water Breathing on Quinn and Kazak - 13 hours Light on piece of coral in Kazak's belt Summoned (3) sea cats - 8/13 rounds Greater magic weapon on mace 13 hours Comprehend Languages 130 minutes Aid on Kazak +15 HP plus other aid benifits Freedom of movement cast on Quinn from Peerimus True seeing 13 minutes Shield of Faith +4 13 minutes
Rod of Extend 0/3 Rod of silent lessor 0/3 Pearl of Power - unused
Trace Monday October 8th, 2007 12:32:02 AM
(ooc: Sorry if Trace is rubbing anyone the wrong way, I have played him like this since 99' and he hasent gotten anyone killed yet namely himself :::::::::thumbs up::::)
Kazak Ac 32 Hp 173/158 Waterbreathing , Aid+15 Hp,Freedom of movement Monday October 8th, 2007 1:06:51 AM
Moving forward after the others kazak keeps close to his brother Durgan.....knowing they make a formidable fighting line together.
As Kazak moves past Tieria the Triton " It's not about the treasure......it's about doing the right thing......the treasure is just a bonus.......helping you and your people helps others in this area both below and above the water"
" Our good friend Trace has a good heart.... he just needs to polish up his social graces.... and be pleasant like us dwarves and Tritons" grins the wet dwarf as he swims past
(Trace - no worries about Trace , play him anyway you like he doesn't rub me the wrong way.....only thing i'm worried about is the key word you spoke about .......YET !!! ;-) )
Active magic Light on piece of coral(from Quinn) Waterbreathing Freedom of movement 280 mins (from Peerimus) Aid +15 Hp (from Quinn
Peerimus Monday October 8th, 2007 2:49:14 PM
OOC no worries on my end Trace :)
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."
The Morning After
Back in Heranmar [DM SteveK] Tuesday December 11th, 2007 4:22:19 PM
The Children of Chaos sit, eat, and drink and discuss issues that many feel need to be resolved before continuing their own agenda or even (as suggested) thier association together.
1. Battle Leader. Should there be a leader in the Battle to direct the action and who should that be? And, if selected, will anyone listen to the leader?
2. Tiera and the Tritons. How to find the Tritons, and can (and should) the group try and raise Tiera from the dead. And how to get the conch back to the Tritons. And how to tell them thier Palace is safe once more.
3. Treasure Disposition/ Distribution. How much is it all worth (appraised) and who gets what? What to do with the magical items?
4. Healing of CON loss. Quinn says he'll be able to take care of everyone tomorrow as soon as he studies the right spells.
The discussions are shaping up to be lively...
And there are more points of view in the discussion as well. Yorrick, Shadow, and Fluffykins are reunited with their partners, and a bow and a staff whisper to thier owners.
The Whispering Bow speaks up and agrees that there has to be a war leader who can speak to everyone. "Why not Trace?" it reasons. "We have martial experience and stay back to observe the whole field of fire?"
As Lhari the Staff speaks slowly, one can almost imagine an old man blinking and coming up out of a sleep. "Tell me everything, that I may remember the heroics of the Children of Chaos."
Quinn Tuesday December 11th, 2007 9:42:06 PM
Quinn continues to twirl his goatee as he listens to Savin's idea of a war leader "An excellent and well thought out point Brother Savin. There is wisdom in those bones of yours. An excellent choice of our Cousin Gnome as well as he has been with the group for a long time and know most everyone well."
Quinn looks over at the Gnome "I second your nomination. What do you have to say for yourself as the war leader candidate?" Quinn holds up a glass of ale in toast.
As to matters of the Tritons, Quinn Ponders "We do have a lich to fry. Tieria is at peace. Has the Children of Chaos not caused collateral damage before? It is a tradegy, but death happens all of the time. Gargul does need to judge."
Quinn looks over at Peerimus "Brother Peerimus, you want to seek out the Triton, but how long will it take. Do they even exist anymore or was Tieria holding back that information as well. We have a rather large automoton on its way to walk through the houses of this fair city. Will you be back in time to help deal with him. You are the strategic leader of the group. Is it best for you to go off on you Triton quest right now. We can all go look for the Tritons after we seer the Marat around the town and help him kill the lich. What say you Brother?"
In the morning, Quinn will cast restorations on the three CoC with Con damage and back it up with lesser restoration as needed. "Gargul grants you leave of the wraiths foul touch."
Durgan Tuesday December 11th, 2007 11:18:14 PM
"My thanks, Quinn fer the help. Magic ain't me best friend but it comes in handy now and again."
"Battle leader? This current group has many who have been here long and a few who are newer. Mayhap a battle commander shall present itself as we learn more teamwork and how to work together?"
"As fer the girl, I am willing to do whatever Peerimus wishes. Dwarves always take care of their own. I'm sure her people would want to do the same."
"As fer the treasure," grunts the dwarf, "most of it is in my bag of holding, and it will wait until we resolve matters of the girl."
Savin Wednesday December 12th, 2007 12:30:40 AM
I to also think the matter of the tritons can wait a few days while we deal with this new threat. Still I want to have the Tieria raised. Since Quinn isn't willing to do it, is he willing to at least teleport us to someone his might be able to. I know some clerics of Gargul perform the ceremony since they are the only ones with this power. It comes down to the wisdom of Gargul. He could refuse our request and that puts a different ligth on the situation.
Trace Wednesday December 12th, 2007 4:10:17 AM
Trace speaks up, If I may put in my two cents. I have expirece leading this group before it became the group that it is now. If you think in the future that I could take over the battle portion, I am sure that I would serve you proud. If not then I am fine with my current station. As far as Peermius being leader of the group I say he has the best head for it and we should follow in most cases. I am willing to look for the tritons and then head for the lich. That is my opinion for what it is worth. While we are at it, if I ever fall due to friendly fire or by the enemy please raise me. Sell my things if you have to but please raise me.
While yall decide if you will join me and Peerimus to look for the Tritons and for someone to raise Tiera, I will go to the catacombs to appraise my HHH full of treasure.
(ooc:do i need to go to catacombs to complete this or can we do this in game? I still have good humor about this but some of the post are convincing at times, makeing sure that this is chacter and not real opinions :)
Peerimus Wednesday December 12th, 2007 1:23:24 PM
Peerimus drinks his drink and listens to the gathered group. "Sorry Vinder, I assumed like the rogues I have know before that you could 'activate' all sorts of magical scrolls and devices. That means we might have to pursue Savin's idea. Another may be to try and contact the Bloodpack in the Sawgrass. We know they have clerical power, but that would be of considerable effort likely. "
" A leader in battle is important. Before he left us Jeaden was our man. I knew then as I do now that combat tactics is not my fortie. The reason Jeaden was our tactical commander was simple. Of all of us he knew tactics. Our need for combat is not so spread that we require a rear commander. Either Durgan or Kazak could easily take the role. Our group dynamic has altered considerably in a very short time. In less than 1 year, Durgan, Kazak, Vinder, Randall, Quinn and Firngaer all came in. Almost twice that many have entered and departed. Savin was begining to take it personally" Peerimus allows a small grin to appear before resuming more serious tones.
"My point is that none of us know each other too well. Even the brothers," indicating the dwarves, "seem to have been apart for some time and are only recently reunited."
"To the Tieria question, I believe we should seek the means to place the option in her hands as to if she wishes life again. A scroll from the Catacombs would do this, we but need someone to cast it. Raise Dead has limitations in the form of days I believe. So sooner is far better than later. To answer your question Quinn, No. As a group we have never directly killed any other than the evil we have fought against. Collateral damage as you say is unacceptable and will never happen again. I do hope there is absolutely no confusion on this on anyone's part. Our lives are forfeit. That is what needs to be understood. I heard some talk of being heroes while we confronted Tieria and I agree that we are. I would like to further define that since we are so inspired to use the word by spelling out what we are not . Heroes are not purely motivated to act by the treasure or power gained through accomplishing a task or goal. The acts themselves, of doing what is right, going into harms way for the sake of others that we may not know, or even fully trust or understand is what we do and the results of improving the Wold for others is our reward. We do it because we fell and know it is right. We stand against the evil black that would try and consume this World and we will fight and die if need be. "
"Now if offered reward or as an end result we can improve our condition, our skills and equipment is fine. For that will allow us to accomplish more and reach further but it in no way should be our goal. What I saw within the treasure room of the triton palace has placed a shadow on our role as self proclaimed heroes. " Peerimus pauses and exhales slowly through his nose, "I am sounding far too preachy and I do not mean to and to cease I am going to switch gears."
"Location of the Tritons may not be possible. I conducted a broad search of the area about the palace. Several miles worth and found nothing. Next I plan to enlist Mothers help and see what I can see. She will allow me to know what the ocean holds for over 10 miles about and I plan to be about 10 further than the palace. If that fails to turn any prospects I fear the cause a lost one."
"The Construct we met is heading towards Gateway downs on his course towards the old elven forest in quest for his lich. What we do not know is how soon he will make land or if he has already. He tried to go through the palace, which says to me that he would also go through homes and similar structures. The unbending intellect of absolute order. Precise why we did not destroy the avatar of chaos and instead preserved it. "
"Given that, I believe the construct must be diverted or convinced to go around rather than through as it heads for the lich. Discovering his present position should be our top priority.
Trace Wednesday December 12th, 2007 1:48:26 PM
Trace takes another drink and listens and nods and absorbs what Peerimus says. "For the most part I agree with you. As for the treasure that we have claimed, I will keep it and share with whoever wants it but from now on I suggest that we pick our travels for good and not for promise of treasure. If we are to be hereos then the talk of treasure should never arise again untill the fight is over. I pledge to you all, this Triton treasure is the last adventure for the sole purpose of wealth. From now on any action that I take with the group with be for the good of the wold and will only accept payment if offered and only after the task is completed. What say you children of chaos? Shall we start anew and be reborn yet again with a new course in life?" Trace sits back down with his fine wine and his other arm aournd Shadow while he waits for the others to chime in.
"Peerimus, I will move up and down the shore looking for tracks of that machine, if he has come ashore, it will be easy to find them and track his direction. Something that be and determined should not have a problem leaving a path to follow. How long do I need to be gone before I report back here?"
Vinder the Hilt HP 75/102 (3 con loss) Wednesday December 12th, 2007 2:35:22 PM
Vinder sits quietly at the table, twisting his ale tankard slowly about. The thing seems to hold a sad fascination for him.
As the others speak around him, there are several points where Vinder feels he should speak up. Rather, he stays silent.
Being a hero sounds like too much work, he thinks. I don't mind doing right by folks, but to not take anything for myself? Doesn't sound very fun.
He rests his head on his hand and continues to stare at the tankard as he he pushes it about.
Kazak Wednesday December 12th, 2007 3:57:02 PM
The dwarven warrior observes the others as they speak their feelings on the recent events and future considerations ... trying to gauge them better .
Waiting for an open moment to have his words heard " About the combat leader or war lord or whatever you want to call it "With a nod at Trace " as has been said he has already some experince as such .... i would put my trust in his leadership "
"As to what to do about Tiera ... i'm all for raising her and contacting her people ... hopefully we can make amends somehow and move forward "
"I'm glad that some of the harshness that was said on the field of battle has been tempered somewhat ... always good to take some time to think of what and how to say things "
" As to the point of if we are Heroes .... well i certainly don't consider myself a hero ... i just try and do the right thing .... now i'm not perfect by any means as me brother Durgan can tell ya " laughs Kazak " i'm not putting me life on da line just for treasure .... there has to be something greater .... but for practical purposes treasure will help us in to help others ... there is also the reputation of this group ...if we just do this for the treasure then we're just another mercenary band ... i would like to think we're all better then that "
"My last point is this ... i like having this type of discussion .... we should try and do this on a regular basis so we can all know where we each stand ... and learn to work better with each other ... especially since many of us have recently joined together.
The dwarf eases back in his chair and awaits reactions as he sips his mug of ale by the fire
Durgan -4CON Wednesday December 12th, 2007 7:58:31 PM
OOC- I like loot as much as the next player, just playin the stubborn dwarfy part.
"I am willing to follow Trace's lead as long as ye don't mind some dwarven input now and then. I have been a battle leader from time to time, even leading units against orcs, but not of a small elite unit, which I would say we are. I have a great deal of experience though and a number of years on my ale stretched belt. If need be I will fill the role later."
"Peerimus, ye do your search. In the meantime, I believe we could get whatever scroll yer after from the Catacombs. But who will use it?"
"Heroes eh?" Durgan makes a sidelong glance at his brother. "Aye let's be heroes. Where we grew up, leaving a personal legacy of craft, leadership, or blade was more important than gettin wealth. Dwarves ain't dragons after all."
"That walkin tin can may cause trouble or mebbe not. But we to find it first. Trace ye cannot check the entire shoreline at once. Do ye need help?"
Randall Wednesday December 12th, 2007 8:33:57 PM
Randall decides to show a bit of wisdom and remains, for the most part, quiet. Every once in a while, he checks on his haversack to make sur that no greedy hands. try to get into it. He pets his familiar and drinks his mead and lets the others talk for being heroes and doing good deeds. Randall knows that he's in it for the gold and the magic. If good deeds be done, well that's fine too. Towards the end of his meal, Randall pushes his chair back and hold up a finger...
" One, between my book of lore and the Star Mage guild I can likely get the answer to any questions that you all may have. Agree on what you need to know and I'll go get you the answers. "
" Two, I don't care who leads. Just make sur that whoever ends up with the job understands that I'll use my spells as necessary and when necessary. Not because I'm a better tactician then any of you... but because none of you, except maybe Firn'gaer, know magic as well as I do. "
" Three, this loot is waying us down. And heck, may hold the solutions to all of our problems. Let's get it identified, valued and split. Sooner then later. "
" Fouth and last. I'm no 'hero'. Don't ever call me one. Don't ever assume that I want to be one. "
"Now, I suggest this.
We split up in teams.
Team one takes the loot to the Catacombs. That's a quick job.
Team two does the research. I'm on that one. That'll take longer.
Team three deals with raising Tieria and finding the Tritons.
Team four deals with coming up with a plan regarding the Construct and the lich. Sound like we'll need to kill the lich, or at least imprison it, to satisfy the Construct and avoid mass destruction.
Two and tree and four may want to start off together and then split up once their part of the info is gathered.
:: Randall gets up.. ::
" Now, unless some has a better idea. I'll be going off to bed. Fluffy needs her rest or she's a real beast in the morning. I'll expect a list of questions when I get up. I'll be heading to the guild right after breakfast. .... .. . Gentlemen.... "
Discussions [SteveK] Wednesday December 12th, 2007 9:31:42 PM
The talk continues over another round of drinks.
1. Battle Leader. When Trace offers being Battle Leader, it is seconded by Kazak. Will the others agree, or will another solution present itself?
2. Tiera and the Tritons. The suggestion is made to Speak with the Dead Tiera. Will Quinn agree to do this, or is the CoC forced to look for outside assistance? There does seem to be a majority who agree to Raise Tiera if she wants (Peerimus, Firn'gear, Savin, Durgan, Kazak, more?), but again, the CoC will have to find someone to cast the spell. Also, it looks like passing the hat will be the only way to pay for the spell without tearing the group apart.
3. Treasure Disposition/ Distribution. The CoC will have to decide how to appraise and divide the treasure, as the majority wishes. (ooc: discision on how to divide loot must be done before Catacombs will be open for any CoC)
4. Healing of CON loss. The next day Quinn takes care of the residual damage to the CoC (although CON loss is lessened by 1 for the same good night's sleep). (complete)
5. Group Motivation. Another long-time-coming conversation is started, about what makes a Hero and what would be the group motivations.
(Friendly Reminder: remember that whatever a PCs motivation may be, that all Wold PCs are 'Good'. Per PHB "Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.. A PC 'only' in it for the money may be leaning towards ethically "neutral".)
6. What to Do Next. The next activity for the group is also brought up (though some other decisions have to be made first). The possibilities out there are A- locating the Tritons, B- ensuring the instrument of Law doesn't hurt anyone, and C- locating and slaying the lich somewhere in Dre Moria.
Savin Wednesday December 12th, 2007 10:51:54 PM
Savin lifts his haversack and says, "I can go to the Catacombs. It will be easier if only one of us goes and waits in line. I can get the things identified but someone needs to tell me what is magic. I have to admit, I would like to find out what the conk is as well. My curiosity is definitely aroused since these tritons are going to be neighbors of sorts.
We will need to get Tieria to a cleric to have her raised. Forget about asking her if she wants to be raised. Just get the deed done and if Gargul refuses, then he refuses and our concience will be clear. Quinn should do it but frankly I don't trust him with the task. Who takes her, will need to have access to a teleport spell, since time is of the essence.
We will all share equally in the costs, using the money from the treasure room to pay for the it. Again I believe Quinn should pay for the whole amount since his stupid mistake killed her, but I am unwilling to force the issue....this time." Savin waves a finger at the cleric and says, "Take more care with your spells next time or you will be paying for the full boat or finding another group to adventure with. One mistake I can forgive but that is as far as my patience will go."
I think the next priority should be taking care of the lich and the walking mountain we saw under the seas. I am unconfortable with both nearby our new home."
Vinder the Hilt Thursday December 13th, 2007 10:20:59 AM
The warmth of the fire and the good food and drink slowly bring Vinder back to a more comfortable place. He still seems embarrassed by his performance under water and won't meet the eye of his group for longer than a second or two.
"I agree with Savin," he says softly. "We should just raise her. Quinn killed her, and it should come out of his money. Just take it out of his split."
"Regarding the treasure, we should spread it out somewhere private and have the wizards separate the magic from the mundane. Then we'll be in a better position to determine value and what goes to who."
Durgan Thursday December 13th, 2007 11:22:35 AM
"Randall, how about findin out where Tieria's people are? And a way to contact em. If Peerimus' search doesn't work, it may be the only way to find em."
Randall Thursday December 13th, 2007 11:53:49 AM
" I may be able to hire a specialist mage to help us find her people. Thinking ahead, I should have maybe a lock of her hair and a piece of her clothing to bring with me... and some coin. It's likely gonna cost a fair amount of gold to complete the scry spells. I'm down to my last 150gp. Once Savin clears the accounts at the Catacombs, he should come to the Guild. I'll pay off the specialist from the party funds before we split it. "
Trace Thursday December 13th, 2007 2:00:55 PM
Trace puts his HHH up on to the table, "Here, I will pay for the body to be raised and for her people to be found with the treasure that didnt want to be brought up, then I will share what is left to whoever wants any. Come on Durgan, lets get you a horse and you can come with me while we search for the tracks. We can set out first thing in the morning."
Trace heads for a room if no one has anything to add.
Kazak Thursday December 13th, 2007 4:02:50 PM
The dwarven warrior plunks his HHH backpack and several other bundles of gathered treasure into a pile next to Trace's gathered loot
"Why quibble over who pays ... just take it from the collected treasure and we'll split the rest " grumbles Kazak
Leaning back im his chair by the fire he awaits final choices of all those gathered .
Peerimus Thursday December 13th, 2007 4:33:54 PM
Peerimus finds his head starting to tilt and makes the conscious effort to correct it. The druid arches a brow at Randall as he recalls the wall of fire that enveloped several of his team mates just this morning. Peerimus decides to say nothing on that matter though, there was enough airing going on. Peerimus holds a hand to ease down what he sees as some tension, "The subject of Tieria's death is over. No good can result in the continuation of that topic. We ARE going to use every means at our disposal to present the triton with the choice of life. The simplest solution is as Kazak suggests and that is how it will be done. If others feel another debt need be pais, they can work that out on their own in thier own way."
"To the other matters, Randall's suggestion seems a good one. Trace, take Durgan and Kazak with you. Between them the Marut should pose little threat if it comes to that. I will seek out guidance and try again to locate the tritons. Savin will go to the catacombs, it only requires one of us. I would ask Randall to look into his book of Lore for information on the Marut and the elf lich of Dre Moria. Firngaer, perhaps you could discover a cleric or rogue we can trust to cast the spell for us. Quinn I think you could assist Randall in researching the elf lich. If we are to go after him, we will want and need all the information we can get."
"As to the identification of the magic, it is just as costly to do it ourselves as it is for the CC staff. I just assume speed up the process and let the CC staff do it. I am going to put the Conch with Tieria under the guardianship of Wanderwood for now."
Barring more discussions, Peerimus will return to the grove after securing the Conch from Firngaer. The following morning he will prepare his spells as normal, with the exceptions of several Commune with Nature spells and quite a few speak with animals. Shifting to a dolphin in the early rays, Peerimus will set off.
Suggestions [DM SteveK] Thursday December 13th, 2007 6:50:55 PM
The recommendation is made that
a. Trace, Durgan, and Kazak go after the Marut and ensure he doesn't hurt anyone while moving through the Gateway Downs.
b. Savin take all the treasure and get it appraised so the group can more easily divide the treasure.
c. Randall and Quinn research the Marut and the elf lich of Dre Moria.
d. Peerimus goes and looks for Tritons tomorrow.
Does Firn'gear give the Conch to Peerimus for safekeeping?
Do the others agree on the plan set up by Peerimus and Randall?
It is getting late, and a new day comes early. The friends must decide.
Firn'gaer Thursday December 13th, 2007 7:17:42 PM
[I didn't think Firn'gaer had the shell.]
Firn'gaer sits and listens to the conversations but says nothing. He only stares into the fire with his pipe in his mouth. Rufus is curled on his lap enjoying the heat of the fire.
"Fine." He says. "I'll go to Hook City. I'll leave first thing in the morning. "
"As far as a leader, I'll voice my opinion with two words . . . good luck. Trace or Randall either one is as good as the other. About the reward, keep it for yourselves. I don't want any of it . . . Just so that none of you suffer the financial burden, I'll buy the scroll myself in Hook City." His voice is soaked with disdain. He gets up and leaves.
In the morning, he teleports to Hook City.
Durgan Thursday December 13th, 2007 8:09:11 PM
"Agreed." Durgan flops his bag of holding onto the table. "Here ye go Savin. I want the empty bag back when yer finished with it."
Savin Thursday December 13th, 2007 11:10:14 PM
Savin gathers the treasure, finds out which items are magic and heads off to the Catacombs.
ooc Steve did you place the treasure list on the staff board? {DM SteveK: ummmm.... not yet, but that's a good idea (not to mention the rules for the DM :)
Quinn Thursday December 13th, 2007 11:36:26 PM
Quinn listens to all as ideas are thrown out "I find it amazing that this group of fellows have never caused collateral damage and am pleased. I have not been so lucky in the past. Dragons, Bullets, Vampires, and Mummies always seemed keen on inserting innocents at the wrong time. It is always terrible, but one can not go about bothering Gargul over every death however tragic. I just wished that Teiria was more forthcoming with information."
Quinn will look at Savin "You called down fire and death on your person in the nobel effort to kill the Wraiths at one point in the battle. If we were able to bring our power to bear the wizards and I may have killed you. I know you asked for it and Teiria did not, but you were taking a risk. I took a risk with Gargul's word in an effort the drive off the Wraith before they kill cousin Durgan as I do protect those that shed blood for me with all the power I have and will show no restraint in the future if I view any of our lives in peril."
When payment for the raise dead is brought up yet again Quinn will interject "I refuse to have anything to do with having Teiria brought back from the dead as I am against it to my core. I do not wish any funds to be spent on that cause. In fact, if you take the funds out of my cut of the treasure I will take the remainder of my cut and gladly retire to my flock."
If treasure cuts are in agreement with Quinn he will rise and move over to Randall and slap him on the back "So where do you suggest we start to look for this Lich as I am just itching to get started. Liches are just nasty affronts to Gargul." Quinn again starts to twirl his goatee in anticipation.
Trace Friday December 14th, 2007 2:44:53 AM
Trace ignores Quinn and heads for bed so that a fresh start is made in search of the robot thing. "Quinn., the triton fee will come out of the whole, that is the groups decision and I think everyone else will agree to some extent. Some want more and you want none, so the best is down the middle. If that is not good enough then your not even trying to comprimise. Hate to see ya go but that unbending thought is unsafe. Hope to see you when I get back."
Trace heads upstairs with Shadow for the night, She is not sure what to think about all the tension and keeps close.
(ooc:enough triton payment talk, beating a dead horse here. its just not going to go any more.)
Randall Friday December 14th, 2007 8:09:00 AM
Randall waits before up to his room...
:: After hearing Peerimus and the others... Randall drops his haversack next to Savin. ::
" Works for me. Quinn, let's get an early start in the morning. But not to early. "
Quinn supplimental Friday December 14th, 2007 8:59:01 AM
Quinn will cast detect magic on all of the items for Savin to identify at the Catacombs "Have fun shopping Brother. I hear the Catacoms is busy this time of year."
Vinder the Hilt Friday December 14th, 2007 9:41:10 AM
Vinder adds his collected booty to the pile. "That's what I got," he says.
"I will go with you, tomorrow," Vinder offers to Trace. "Good night, everyone."
He excuses himself from the tavern and goes to his bed for a much needed rest.
Peerimus Friday December 14th, 2007 1:36:32 PM
"Part of that is precisely the point about our inability to work as a team in combat Quinn. We have been lucky, very lucky that non of us are dead and among the most dangerous oponents we face continues to be ourselves. It is no extraordinary accomplishment to not reek death in discriminently. If others are in the potential target area DON'T DO IT!" Peerimus then stands.
"Treasure discussion is over. Savin purchase a scroll, I leave it to your decision on whether it be a Ressurection, True Ressurection or Raise Dead. The rest will be divided evely among all of us. Each can do with his share as he wills."
Peerimus leaves for some much needed rest.
Savin Friday December 14th, 2007 1:58:17 PM
Savin is about to explode at the cleric of Gargul when Trace speaks first. It allows the monk to count to 10....twice before he speaks.
"Quinn, you caused the girl's death through your mismanagement and lack of caution. Yes I understand you believe her to be in a better place but still your cavalier attitude frankly stinks. She was obviously concerned for her people and willing to take action for their betterment. This trait is rare enough that it has to be cherished and promoted. She was a hero! Yes not as experienced as we are but she has the same spirit that drives us all towards whatever goal drives each of us individually.
I don't understand your attitude at all. Gargul allows for the resurrection of life. His priests are the only one who can perform it and they make a good gold piece doing so but it is Gargul's will...NOT YOURS...that decides who is restored and who is sent to their final resting place. Are you wiser than Gargul? I think not...your just more arrogant."
Savin stops and takes a big breath, "It is your choice. You will pay your share. If this forces your decision to leave the group, then so be it. You have only been with us a short while but I think even you know that as a team, we are strong. We survived the Koshe Mar together, when your last group failed and fell there. I think you can do more good with us but if you stay, you will be part of the team and abide group decisions.
If you can't, then there is the door. Luck to you."
Savin picks up all of the treasue with a grunt, notes which are magic and moves out of the Inn and goes to the Catacombs.
CDM Jerry Friday December 14th, 2007 3:54:01 PM
Greetings Woldians!
I am excited to tell you that BIG, even HUGE changes are coming for The Wold. The Wold is evolving and everyone one of you will be affected. But I'm not going to tell you about it here. I'm just going to whet your appetite:
--A new type of game --Major changes to the website --Greater choice for both DMs and players!
I will begin introducing the new material in the LnB sometime between now and Monday. You will need to start watching that board daily to understand what is going to be happening. This process will be ongoing for a bit, so you really do need to view the Loot 'n Booty board daily starting now.
I'm mass emailing this and also posting it on every game board so everyone sees it.
Enjoy your weekend!
Jerry
Quinn Friday December 14th, 2007 5:00:57 PM
Quinn smiles at Savin "Brother, I am willing to pay my share, I just do not want to pay the entire cost by myself."
Quinn take a moment to take a deep breath "Brother Savin you claim to know much about Gargul and his teaching. I suggest that you join the priesthood as there are many sects that follow Gargul and you seems to know some that I am unaware. I can not wait to have our theolgical discussions after you become an initiate. Until then you do no have enough insite to know what Gargul wants or asks of his disciples."
Quinn continues "I am very happy to be part of this group. I am very happy with our sucess recently, especially against Gargul's foes and new Gargul has place a lich in our path. We are truely blessed. I have not had these sucesses or opportunities in the past and relish them. I do more the loss of the Triton and have attempted to set her on the path to Gargul, but no one wants to see her at rest. I will not interfer with her being raised, but I will not help beyond adding my share to have her raised. Just beware of the precident you are setting for an errent fireball could have the group raising 20 or more innocents. It would be a tragic mistake, but do we have to sell our lands and wealth if there were such an occurance and we did not have an influx of gold like we do now. People do die and Gargul judges them. Not everyone can be raised no matter how tragic the curcumstances."
Quinn moves off with Randel to prepare for the morning (not too early) search.
The Morning After [DM SteveK] Friday December 14th, 2007 5:07:33 PM
The night passes and dawn awakens and the Children of Chaos go about thier separate missions.
Savin The monk wakes and brings the treasure to the Catacombs. The request by Peerimus is in Savin's mind, to identify the treasure, to purchase a raising scroll of some sort, and to share out the remaining treasure evenly among nine piles.
Trace, Durgan, Kazak, and Vinder move out of Heranmar in a feeble light. The rain has ended, but the clouds threaten still more precipitation. Everything is beyond wet outside the town, soaked is more appropriate. Trace makes a quick assessment and feels that the Marut would come to shore anywhere from 5 to 20 miles south of Heranmar. It will be interesting to locate his trail or, if he hasn't arrived yet, the spot he is going to emerge from the waters...
Quinn, Randall, Firn'gear go thier own ways to search for information about the Marut and lich. (ooc: please post spells, documents, and other searching means to gather the information as well as make the appropriate skill checks)
Peerimus wakes with the leaden clouds above the Gateway Downs. He is determined to seek the Tritons, and he obviously has a plan he feels will have some chance of success...
All feel some hard words have emerged the night before, and that this has been some time in coming. The group was always to driven by the prophesy to be sidetracked by arguments over morals, treasure, and teamwork. Yet now there is time, and the issues are emerging. Is the group going to split? It seems that Quinn and Firn'gear are the most unhappy, but are by no means the only ones...
Kazak Friday December 14th, 2007 11:21:27 PM
The dwarf follows Trace assessment " ok sounds like a plan lets get to it "
"Your da tracker .... just lead da way ... i'll be right behind ya " encourages Kazak
Durgan Saturday December 15th, 2007 8:19:02 AM
"This is like lookin fer a ruby in a mountain full of rocks. How can we find the Big walkin pile O bolts this way?"
Firn'gaer Saturday December 15th, 2007 12:16:14 PM
Firn'gaer is currently in Hook City.
{DM SteveK: good, now what is he doing and how is he doing it? :-)
Trace and Shadow Saturday December 15th, 2007 4:29:33 PM
(spells for the day speak with animales x2, speak with plants x2, summon natures aly 3 x2)
Trace starts looking for the tracks, "Dont worry Durgan, somthing that heavy, big, and determined will leave obvious tracks and we have the general direction that he is headed. I guess once he comes ashore we will find his track that day."
As they move along the shore line, when he feels like the best area, trace cast speak with animals and plants and begins to ask about the large machine coming ashore and if they have noticed anything out of the ordinary.
Vinder the Hilt d20+16=32 Sunday December 16th, 2007 10:50:00 AM
Vinder follows along with Trace and the two dwarves, keeping his eyes peeled. (Spot 32, +5 from Jack)
He keeps his Jack doll under his arm as he scans the area. "Nice and wet, eh? A little bit more water and we'd be in the same predicament we were yesterday."
Quinn Sunday December 16th, 2007 8:12:53 PM
Quinn will consult with the wizards in the morning about the Lich and Marut. "Lets see what you can find out brothers that will allow me to use some of my scrying spells - locate object and find the path. I just need more information to be effective."
Quinn again twirls his goatee "I could also commune with Gargul, but more infomation again will be helpful."
Quinn will also rack his and use his knowledge skills (Will roll checks tomorrow when I consult my character sheet).
OOC: I am unconcerned about the 100 exp needed as Quinn is currently less than 200 from 14th level and should make it with the next set of exp points.
Trace Sunday December 16th, 2007 11:04:40 PM
(ooc:if every one could send me a list of first and second attack options you have for hand to hand and long range encounters and hp totals...I am putting together battle plans if no one has objections)
Trace Sunday December 16th, 2007 11:05:32 PM
(ooc: and support abilities)
Quinn supplimental d20+6=10 d20+7=17 d20+4=7 Monday December 17th, 2007 9:13:05 AM
Knowledge arcane 10 Knowledge Religion 17 Knowledge Planes 7
Peerimus d20+26=33 Monday December 17th, 2007 9:44:12 AM
Peerimus casts Endure Elements on himself in the morning after his meditations. A breif conversation with Wanderwood, the liveoak and Yorrick about keeping Teiria safe and he is off with the Conch. At the water he transforms into a dolphin and shoots off towards inthe direction of the undersea palace. Perimus sticks to the surface as he only needs to pass the location. [Survival 33 to find it again]
Once he has passed it, Peerimus continues for another 10 miles. The druid slows casts Hide From Animals and Barkskin on himself and then begins Commune with Nature. After 10 minutes, Peerimus speaks to Mother about the 14 miles of Ocean all about him. "Teach me Mother. Show me if there is the presence of any powerful unnatural creatures. I would also ask of the people and general animal population of these waters."
Level 0: Create Water x2, Mending, (2) Read Magic, Detect Magic Level 1: *Endure Elements, Faerie Fire, Long strider, (3) Speak with Animal, *Hide from Animals Level 2: *(1) Barkskin, Heighten Hide From Animals, Hold Animals, (2) Lesser Restoration,(2) Resist Energy Level 3: (2) CMW, Protection from Energy, Water Breathing, (2) Daylight Level 4: Heighten Hold Animal, Heighten Dominate Animal, Air Walk, Freedom of Movement, Control Water Level 5: Animal Growth, (2) Commune with Nature, Heighten Charm Animals Level 6: Heighten Extended Freedom of Movement, Find the Path, (2) Greater Dispel Magic Level 7: (2) Heal, Sunbeam, Wind Walk
link above will take you to Peerimus sheet
Trace Monday December 17th, 2007 2:10:16 PM
(test)
--------------------------------------------- In the morning,Randall uses his Book of Lore to researche the Marut ( K. Arcane 30) and the lich ( K. Arcane 25 ). He then joins Quinn and orders a breakfast for himself and Fluffykins the Wonder Familiar.
" Greating brother Quinn. Let's get properly watered and fed and be on our way. Will you be accomanying us to the Guild? "
And Randall fills Quinn in on any information gathered from reading the book
(ooc> So, Randall uses the book, then uses all available resources at the Star Mage Guild Hall to gather information on the Marmut and the Lich, including but not limited to: - What are they - Their history - Where can they be found - How to best to defeat them - And anything else Randall can come upon.
Randall will also make keep an ear open and ask questions about the possible current whereabouts of the tritons. ( Gather info 7).
Savin Monday December 17th, 2007 2:52:20 PM
Waiting for service in the catacombs.
Day Trips [DM SteveK] Monday December 17th, 2007 5:27:22 PM Heranmar Savin waits for assistance in the Catacombs.
Quinn and Randall make some investigations. Randall easily discovers all about the common lich and marut (ooc:see MM) to include the fact that both monster types can be much more powerful than 'type'. There is nothing more to be found about the Marut. About Daeselathon, there is a bit more. It seems that Daeselathon was an elven mage who specialized in necromancy and was very effective in destroying undead until he came up against a lich and was destroyed. There is no known location for the homeland or burial site for Daeselathon except somewhere in Dre Moria (ooc: yes, I know that this is contradicting what the Marut said, but that's what it says in the Book.)
Plactik Ocean Peerimus takes his precautions before and during his swim and away he goes. The druid/dolphin is confident that he has passed the area where the seamount is and gets several miles beyond before seeking out with his spells for powerful unnatural creatures, people, and general animal populations. Slowly, his senses extend and he becomes as one with the natural surroundings in a 14 mile circle. Peerimus notes a blank spot in his searching from the location of the Triton's Palace, but all else is open to him. a. powerful unnatural creatures; there are several huge water elementals in these waters, and 9 miles south on the ocean floor there are salamanders, efreet, and a gargantuan fire elemental. b. people; Peerimus finds a triton band of about 35 swimming with dolphins and small water elementals 12 miles to the northwest. c. general animal populations; there are good schools of fish out here, and larger fish, shark, and whale predators. Near the fire monsters on the ocean floor, the waters are teeming with corals and reef fish, octopus, eel, and shark as well as a good population of seal and sea birds.
Forest around Heranmar Kazak, Durgan, Vinder, and Trace move south on the squishy, swampy ground, keeping close to the shore to look for tracks. Winding thier way in the half-area between sandy beach and waterlogged forest, the four companions are able to avoid getting totally sandy or muddy. It is almost 14 miles of watching that Trace spots huge sandaled footprints coming out of the water and walking inland. The prints are evenly spaced, they never waver, and are very deep in the sand and mud.
Hook City Firn'gear doesn't speak with Quinn or any of the others and disappears (ie teleports) to the outside wall of Hook City. He is once again met by the guards who on cursory inspection allow the gnome the special teleport pad to go to the Star Mages Guild. The city is bustling and very active.
Posting Report For: Monday December 17th, 2007 8:49:21 PM
Game #4 Children of Chaos For the week of December 10, 2007
Dweezil was bored. The magic quill even seemed to be lazy with its' scribing. The adventurers were back in town and after a little fuss they were going about their business. With no immediate action going on his mind started to wander...
And then it came to him. He was given orders to follow the Children of Chaos and let the magic journal record their actions. But what if they split up? He would have to follow one or more of his choice then right? Hmmmm. He wondered which were most likely to get into mischief?...
Durgan Monday December 17th, 2007 8:52:09 PM
"Well if those ain't the footprints were lookin' for, I'm an orc's uncle. How far ahead of us do ye reckon it is?"
"I almost think we were better off under the water", Durgan says looking up at the rainy sky. "At least there ye couldn't smell wet dwarf."
Kazak Monday December 17th, 2007 10:42:50 PM
Eye balling his brother " so the rumours are true ?" laughs Kazak as he slaps his brother on the shoulder
"We gonna keep tracking da big fella ?" asks the dwarf of Trace " anyway we can contact the others and tell dem of our findings ?? or do we gotta head back and tell dem ?"
OOC: Trace i'll send ya Kazak's attack numbers and options
Firn'gaer Monday December 17th, 2007 11:47:55 PM
Firn'gaer leaves the Catacombs. The next step is trying to find a cleric capable and willing to travel to the village to cast the spell. He will check in a temple district, if any, specifically looking for Alemi. If no Alemi temples then he will look for Gargul.
Trace Tuesday December 18th, 2007 12:19:12 AM
Well this should be a vote or if Peerimus was here we could lean on him. I am not worried about loosing him anymore. The tracks are obvious and we know that he is not going to make any detours or try and hide his tracks. I say we fetch the rest or I can stay on the trail and the rest can teleport to me. If that is even an option. Do we still have the artifacts that show our postions?
Peerimus Tuesday December 18th, 2007 7:52:18 AM
Peerimus cuts to the northwest and makes haste. Hopefully the Tritons are just out for a swim and over the next hour will not have gone too far.
Vinder the Hilt Tuesday December 18th, 2007 10:04:38 AM
"Ha! Sounds to me like Durgan's saying you have a little orc kid running about, Kazak." Vinder smiles widely. "I've been with some ugly women, but I haven't been so drunk as to fall in with an orc."
Teasing aside, Vinder asks Trace, "Where do the tracks appear to be heading? Any towns or such in that direction? I'll head back to town if any of you want to stay with the trail."
If he gets the go ahead, Vinder will hustle back to town and try to find any of the others from the group.
Quinn d20+6=20 d20+7=15 d20+4=6 Tuesday December 18th, 2007 10:57:06 AM
Quinn is enjoying his time with Randall as the wizard is full of usefull information on the groups next foe "We are off to kill the Lich." Quinn keeps humming to himself as he and Randall look for more information.
Quinn will now concentrate his search on locations and life vessels for the dread lich in question.
Day Trips [DM SteveK] Tuesday December 18th, 2007 5:11:36 PM Heranmar Savin finds assistance in the Catacombs and rapidly works to get the treasure assessed. While there, the monk finds Firn'gear has already been there ahead of the human, and has bought his own Raise Dead scroll...
Quinn continues his investigations of Daeselathon but is able to find out little on his own (unless he casts any particular spells). The Book that Randall has reveals all the weaknesses of lichs and labels the common phylacrities of that most powerful of undead; a gem or nearly any precious carving or working that looks like a heart. He also learns that the common places to hide such items are deep within their tombs or less often are given to an unsuspecting slave to hide it as an object of no particular importance. Of Daeselathon himself, however, there is no more information.
Plactik Ocean Peerimus notes the Triton speed and direction and he is off. It takes a few hours to get to the area and circle around to find the group, but eventually, the druid-dolphin has found the group convieniently near the surface of the Plactik Ocean. The Tritons look suspiciously at the solitary dolphin swimming towards them, but not hostile. Peerimus can notice that all of them have heavy packs and several dolphins also carry saddlebags.
Forest around Heranmar Kazak, Durgan, Vinder, and Trace have obviously found the trail of the Marut. Now the small group has a question: how are they going to contact the others? The artifacts are gone since the group bested the Destroyer. The ranger is the one with the most magic about him, and none is able to get any of the others. In fact, as they now remember, only Quinn and Randall may even be in Heranmar at all this day. All of this becomes moot, though, when a scream of terror carries through the dripping trees to the west. Trace is sure the origin is only a couple hundred feet away!
Hook City Firn'gear uses the Hook City entrance to the Catacombs and takes care of his business. Meeting Savin in the Catacombs, the gnome makes it clear that he is taking care of matters as he sees fit. Once back in Hook City, Firn'gear stops and thinks. Unlike his land of birth in New Elenia, the Woldian Gods have few worshippers in the Southern Continent. He does hear of a nearby grove that is taken care of by several clerics and druids of the Powers Maab and Ebyron. There is also a small shrine to the Five Crones in the precincts of Hook City that may have a powerful cleric.
Trace Tuesday December 18th, 2007 7:32:00 PM
Ok, that answers my question, Lets hurry and get in front of the Marut and try our best to clear its path and detour it when needed. It has a rightous purpos but handles it in a unforgiving way.
Vinder wait till we catch up with the Marut before I figure out how to send you back. I got a feeling that we will need help in moving this thing in the path we want it to travel.
Quinn Tuesday December 18th, 2007 9:12:50 PM
Quinn looks over at Randall and his books "I do not think I have enough information for a commune spell, but we can attempt my find the path to see if we can find this Dre Moria."
Quinn looks reflective and adds "We can always just follow the screaming as soon as the Marut shows up. The boy has a real bead on the lich. I am almost jealous."
Quinn will cast his find the path spell and then fly to follow as long as he can and then teleport back to Randall if he does not want to go for a fly walk. "Are you up for a ramble brother? There is no telling how far in a particluar direction this Dre Moria is, but it will kill some time while we wait to see what everyone else finds out. We may have hit a wall here."
Durgan Wednesday December 19th, 2007 12:27:42 AM
OOC- Trace I intend to send Durgan's combat pref. I forgot yesterday.
OOC***- Who is staying in this game and who is leaving? Thoughts?
Durgan looks at Vinder and snorts. "I hope yer kiddin'. That's just dwarven cursing. Just don't ever make a joke like that if ye find yerself in the company of a group of dwarves other than me and me brudda. It would probable leave ye with a black eye or worse."
Durgan runs along in his full plate, trying to keep up with the others. "I don't know if we'll be able ta steer it anywhere. And gettin in its' way may be unhealthy. We'll just hafta try to keep everyone out of its' way."
Firn'gaer Wednesday December 19th, 2007 1:55:20 AM
Firn'gaer realizing that the northern gods don't exist here in the south decides to try the shrines to the Crones. Being a chosen of the Crones, maybe he can find a favorable priest willing to cast the spell.
Vinder the Hilt (invisible) Wednesday December 19th, 2007 10:19:08 AM
"Well, you're the one that said it," Vinder smiles at Durgan. "How am I supposed to know the difference between Dwarven cursing and statement of fact."
"All right. I'll stay with you, then," he says to Trace. "I'm going invisible, but I'll be with you guys."
The human then turns his ring and disappears, continuing along with the others.
Randall Wednesday December 19th, 2007 12:26:12 PM
Randall to Quinn: " Works for me. Let's go look for the big goon. Hope you don't mind me taking Fluffy with me... "
Kazak Wednesday December 19th, 2007 2:20:25 PM
Kazak smiles at Vinder's response " it's pretty much the same thing " chuckles the dwarf
Keeping pace right behind his brother ...Kazak chugs along after Trace and Durgan.
Peerimus Wednesday December 19th, 2007 4:44:36 PM
Peerimus, upon spotting the dolphins starts to call out to them, "Please wait a moment. Can any of you communicate with your Triton friends? My name is Peerimus, Druid of Heranmar and I would very much like to open a dialogue." Peerimus continues to close, but will pull up 30-40' shy so as to not look aggressive hopefully. Moving to a vertical swim position.
Day Trips [DM SteveK] Wednesday December 19th, 2007 5:31:20 PM
Heranmar Quinn and Randall converse about other methods to find Dre Moria and the elusive Daeselathon. Holly, the owner of the General Store, happens to be picking up her lunch from the INNs kitchen and stops to come over. "Pardon me, your honors, but perhaps I can help you out." She sits down with a look to ensure she is not butting in, but then opens her meal and continues talking. "Before I settled down, I was one of the few in this area that was actually interested in other places besides Heranmar. If you are looking for Dre Moria, it is the land to the east of Gateway Downs. A land completely covered by forests of one sort or another. The homeland of the elves. It is a huge place, thousands of square miles, and is a couple of weeks travel to the east. (See Duncans: Gateway Downs. Dre Moria is the entire eastern border plus some) "So, are you really going to fly all the way there?" Holly asks awed.
Plactik Ocean The tritons and dolphins stop their onward movement and form a perimeter. Several small water elementals also take their place between the tritons and Peerimus-Dolphin. Finally, one of the Tritons responds. "Yes, I can speak to you, druid of the land. EEEkkkeeekk'kk has returned to us without our daughter, and has told us of her death: death at your hands! I see little that you can say that will melt our hearts towards you and all land-dwellers. Begone! And let us resume our nomadic journey." The entire party of Tritons, dolphins, and water elementals are decidedly unfriendly, but make no move to attack. Instead, they are in a defensive perimeter around the women and children.
Forest around Heranmar Kazak, Durgan, Vinder, and Trace do the only thing a good hero would do, and that is go after the sound of the screaming! Dashing through the stands of trees, the four kick up water and mud in equal portions as they pelt down the path formed by the footprints. Whole trees have been pushed aside and are laying in the wet forest and the tracks never waver. Breaking into a cleared area, the four pound across a sunken field of green shoots sticking out of water, making the water rise high before falling once more to earth. Ahead is a dry spot that contains a neat white-washed cottage. Before the cottage is a prone body of a woman, a gibbering and shaking man, and a pre-teenage girl. The girl stands up from her ministrations of the woman and sets her hands on her hips while looking at the four advancing, well armored beings. "You go away too!" She looks mildly surprised as the four arrive, then tries again. "Don't hurt people! Go away!"
Hook City Firn'gear moves from Magic City to Labor Town on the north bank of the Hook River. (See Duncan's Maps; the SMG is in Magic City on the south bank of the Hook River) In doing so, he ascends the amazing magical Bridge across Hook River that is held aloft by four huge SkyHooks. The bustling market on the Bridge, the climbers repairing the Bridge, and the stalls with merchants calling out their wares makes the place a very noisy, very crowded area, and it is with some relief that people are spilling down the stairs to the north bank. Many are moving to Soldier Town or straight for the city walls along the Marble Way, but most have business in Labor Town, and Firn'gear follows along as he follows his directions. The gnome at last comes to a compound that is composed of five beehive-style buildings enclosed by a low wall. Firn'gear is politely greeted and upon hearing his request, the gray robed acolyte asks the gnome to wait. It is nearly an hour when another grey-robed figure arrives. His thin figure is nearly covered in tattoos, and Firn'gear notices that the pattern of the broken spiral is repeated more than once. "Welcome, Child of Chaos! The Powers greet you with joyful voices. What may this poor vessel do for you?"
Durgan Wednesday December 19th, 2007 6:09:49 PM
Durgan slows down so he doesn't bowl over anyone more than the Marut has done already.
"Steady lass. We are here to help. The creature that passed through here meant no harm but doesn't see that it may have caused some. Is anyone hurt? Trace, check the woman."
Vinder the Hilt (invisible) Wednesday December 19th, 2007 8:01:00 PM
Vinder remains invisible, seeing no reason to make himself known. He stands nearby as the dwarves and elf speak with the villagers.
Savin Wednesday December 19th, 2007 9:26:49 PM
Savin comes back with much lighter packs and tries to find out where everyone is. When he discovers most have gone, he is torn on which group to follow, so he decides to stay close to the town. He will travel to his new martial arts school, the farmers barn and see how his young students are doing and if his old instructor has arrived yet.
After teaching a class, he will visit the farmer who is interested in selling his farm and say, "I might have the funds needed. Lets take a walk around, you can show me the grounds again." (ooc Steve, my memory is failing. It was a farm right? Or was it a house)
Quinn Wednesday December 19th, 2007 11:05:00 PM
Quinn is excited when Holly butts in "Good Sister you are of great service. Gargul has sent you as a blessing to our work. Is the weeks travel by horse or by foot andover what type of terrain? Are there any cities or villages in this great forest? Did you live in this land of trees Sister? We are pressed for time, but let me purchase you lunch tomorrow. I am unsure if I will be able to join you tomorrow Sister." Quinn passes Holly a platinum piece for her troubles and blesses her before leaving. "What does you shop sell Sister as I am comming shopping when I return."
Quinn turns to Randall "Well Brother a fly spell will not get us where we need to go. Now that we have the direction and the approximate distance. We can recon with greater teleport. Shall we."
Quinn will estimate the distance needed to teleport based on the travel information given by Holly.
If Randall is up for some adventure, after estimating the distance he will use greater teleport to go to the estimated edge of the forest. Once arrived Quinn will recon using his fly spell.
Quinn will then teleport back to his followers with Randall and introduce him to them (If nothing urgent is found by the recon). Randall and Quinn can leave in the morning via teleport back to Henamar. Quinn wants to know if any word was received back at his steading about selling or trading the scrolls.
Trace d8+5=10 Thursday December 20th, 2007 3:05:42 AM
Trace quickly looks the situation over and offers healing if needed and hopefully in time. Gives potion for 10hps of healing if accepted.
If they are acceptive to the help Trace then ask, "What did this? Did it say anyting or just fly through here?" Trace allready knowing the answers starts to move, "Is there anyone up ahead that might also be in its way?"
Trace turns to the others, "I have some flying potions, we might be able to catch him quicker by flying. The we can figure out how to get the rest of the group to us, what do ya think?"
Randall d20+11=29 d20+7=27 Thursday December 20th, 2007 3:50:00 PM
Randall and Fluffy listen to Quinn...
" I'm game. Let me help with the distances... "
(geography check using the book 29)
Randall uses a fly spell as well and recons with Quinn.
( Spot 27, including a natural 20 )
..... The next morning... " We should go back and track down Savin. I'd feel better having my share of the booty in my own purse.
Kazak Thursday December 20th, 2007 9:08:57 PM
Arriving at the neat white washed cottage the dwarven warrior does a quick perimeter sweep around the house then steps over to his brothers side
" we mean ya no harm ... what can we do to help ya ?" asks Kazak sincerely
After Trace suggests flying after the walking giant " i have a couple of dem meself .... that sounds like a good idea ...we can get a better veiw of where dat thing is headed and maybe head it off "
Firn'gaer Thursday December 20th, 2007 10:26:37 PM
Firn'gaer bows slightly to the cleric before speaking. "Greetings. I am in need of a cleric capable of reviving the dead." He pauses and then clarifies. "I have a scroll, which has a spell to revive the dead, but I cannot nor is any other of my companions able to cast the spell. So I am searching for a cleric willing to travel to Hennemar(sp?) for a day or so. The dead to be revived is a triton who fell while under our protection and . . . well, we are trying to rectify the unfortunate situation."
SteveK Friday December 21st, 2007 8:04:03 AM
Sick. Will Post soon.
Peerimus Friday December 21st, 2007 8:28:46 AM
Peerimus winces inwardly and likely outwardly as well. "I had hoped to be the one to tell you of that. I do not presume to say anything that will change your view of myself and companions. I do ask that you do not let our failings cloud your judgement of other land walkers." Peerimus casts Water Breathing and shifts shape.
He then produces the Conch. "Tieria wished her people to be able to return home. The golems have been destroyed, the spirits of the king and his court have been laid to final rest. I also would convey that the terrible misjudgement upon our part is attempting to be corrected. My companions and I are going to reopen the portal between our world and that of the dead and invite Tieria back so that she can return to her people."
Peerimus holds out the conch and when they have taken it or moved on and not, he shifts back to a dolphin and heads for home.
Day Trips [DM SteveK] Friday December 21st, 2007 9:20:35 AM
Heranmar Savin is able to have a good time in the school he is building. Being only a day since the group left and came back from the underwater Palace, Savin knows his mentor is still several days out at least. He teaches a little and then looks over the set of buildings with the current owner. "6000 gold still stands as a bargain for you, my lord Savin", he says. Walking through the layout, there is the large barn cum salle, a small stable, a two-story house for teacher quarters and administrative needs, a cooperage, rabbitry, and root cellar, enough outdoor space for a truck garden or meditative area, and surrounded on three sides by a sturdy six foot wall... and all within the walls of Heranmar!
Quinn and Randall are really interested in the help offered by Holly. "If you say so", replies Holly dubiously, "but I would not spout on about some Gurgle or whatever her name is... people will think you are crazy!" "I will be able to show you better back at my store, my lords", she says, "and you may get your other questions answered as well." Once at the Heranmar General Store, Quinn and Randall see that it looks like a dry goods / harware store and carries a little of everything. Holly also shows Quinn and Randall the back room. "Most don't know or care of its existance, but I think I have the only entrance to the fabled Catacombs in Heranmar. Your companion Savin was here earlier. But enough of that, you came for something else." Holly takes them to a table and rummages for a map (See link)http://www.woldiangames.com/maps/gateway.shtml. "This is the Gateway Downs. What is called the 'lands of legend' to the east is Dre Moria. The 'Somewhere Else' to the South is Hook City and the fabled Sargrass. It is a two weeks walk to Wayfarer and another two weeks to the Grinning Pass." She then is able to describe a clearing close on the Dre Moria side of the mountains for Quinn and Randall to investigate. Using Greater Teleport, Quinn and Randall arrive at a clearing that has been used for years uncounted as a camping site for travellers. The first thing they notice are the threatening rain clouds stop at the mountain peaks to the west... it looks like the rain is ONLY in Gateway Downs. The other thing they notice is that the trees are HUGE! Towering red cedar cover the hills that roll down from the mountains. Quinn and Randall both use fly spells to look around, but besides various forms of wildlife, they see nothing but the trees. The two then teleport to Quinn's stronghold near Threshold.
[changed post]In the Plactik Ocean, the Tritons listen in stoney silence to the druid who has tracked them down. A murmured conversation between three of the older-looking tritons ends with the leader calling back. "Would you say that under oath, land dweller?" With the druid's nod, another triton brings out an obvious divine focus for Ebyron and casts a spell (DC 14 Arcana: Highlight to display spoiler: {Discern Lies}). The triton then asks for Peerimus to say his words again. The tritons still look hostile, but the leaders are interested enough to at least listen.
Forest around Heranmar Kazak, Durgan, Vinder(invisible), and Trace reassure the teen that they are not here to hurt, and the teen seems to accept that. When they check the woman and man, they see that niether are harmed apart from a few scrapes at falling down. The woman has fainted and the man is rather dazed and it is the girl that fills in the heroes on what the Marut did (she describes it accurately). "Well, it just bashed right through the trees and stomped right across the rice patty and right towards our house! Well, Pa took his billhook and gave it a talking to, but the big monster keeps walking and breaks the billhook, and that made Pa fall right down! Well, when Pa fell down, Ma gave a screech and fell right down too. Well, then I stood in front of it with my hands right on my hips and told it to 'go away', and it did! It right on disappeared!"
Hook City Firn'gear sits with the thin man in his grey robes and they converse about the situation. "Hmmm. I can indeed, O Instrument of Change, open the gate to the Lands of Rest where you can plead with the powers to bring back the one under your protection. I fear I cannot travel as well as I once did: I rarely leave this compound." And then an old hand comes out to touch Firn'gear and the Broken Spiral tattoo appears on the gnomes hand. "But why not you do it yourselves, you Children of Chaos?"
Vinder the Hilt (invisible) Friday December 21st, 2007 11:44:08 AM Disappeared? he thinks.
The still transparent Vinder takes a longer look at the little girl.
Maybe she has some power over such creatures. She doesn't look like much.
He keeps quiet, though, letting the others do the talking.
Quinn Friday December 21st, 2007 1:15:53 PM
Quinn is enjoying his time exploring with Randall and once back at his compound introduces Randall to his flock: THule, Webster and his daughters Willow and Wendy, Bruce, Jackson, Herman, Orville,Grogan, Samantha, Brault, and Leif.
Quinn will catch up on how everyting is progressing at the compound and if THule and Webster have heard of a buyer for the Scrolls Quinn acquired when the Children of Chaos bested the essesence of chaos.
In the morning, Quinn perform his rituals to Gargul with Webster, Willow, Wendy and Bruce and then have a big breakfast with his flock and Randall before teleporting back to Henemar to get word on what the others have found out.
"Ready to return Brother Randall. It has been an honor to have you as our guest. You are welcome to our hospitality at any time."
Durgan Friday December 21st, 2007 2:02:45 PM Disappeared? "What do ye mean disappeared? Where did the beastie go?"
Savin Friday December 21st, 2007 3:19:53 PM
Savin stops and stars at the owner of the house. He actually sputters, "6000 gps! Yesterday it was only 3000 gps. Are you trying to take advantage of me? This is a fine house with a nice barn but why the sudden increase in cost?"
Savin sighs and says, "Here is my offer. I will give you 5500 gps cash for the house, building and land right now. Otherwise I am going to have to start looking at other houses. That is all I have and I don't have time to go out and find anymore before my teachers start arriving. Do we have a deal?"
George Friday December 21st, 2007 3:23:11 PM
OOC OK back from the Catacombs where I sold everything but the chess set, (which Savin is keeping) and the orb of storms. The orb was found in the conch and is the major item that Teiria was trying to retrieve. Worth about 40K and was almost half of the total treasure found. Think it was a fair deal.
Everyone including Firn'gaer (9 shares) gets 5,641 gps 8 sps.
If Firn'gaer doesn't want his for moral reasons then he can donate it to a church, the boys club or unicef.
BZ Friday December 21st, 2007 8:37:44 PM
OOC- I believe the conch is technically in Peerimus' possession?
George Friday December 21st, 2007 10:45:15 PM
BZ...Pretty sure it was given to Savin to identify. If not, we might as well play that it was, since I had the indentify paid for and didn't sell it.
Trace Saturday December 22nd, 2007 3:05:56 AM
Trace kinda shakes his head, you know, need to try and do that at the begining of an encounter and see if it works. Go away and the thing disapprears, its worth a shot.
Trace begins searching for the tracks in the nearby area to see if they can pick up on the trail. If lost, then he will suggest that they get back to the others and tell them that the tracks stop and we need to find a way to get to the things final desitnation. The current object seems to have been seen through, with being gone in a poof, it dosent seem to be bent on running any thing else over.
Peerimus Saturday December 22nd, 2007 1:57:10 PM
Peerimus has the Conch and by default as we did not look into it, the orb of storms. Peerimus had given it to Firngaer while under the ocean, then placed it in his grove under the guardianship of Wanderwood, a treant and Yorrick with Tieria's body. Peerimus then took the conch and went out hoping to find the Tritons. Peerimus is currently handing them the Conch.
Peerimus nods without hesitation and repeats "Tieria wished her people to be able to return home. The golems have been destroyed, the spirits of the king and his court have been laid to final rest. I also would convey that the terrible misjudgement upon our part is attempting to be corrected. My companions and I are going to reopen the portal between our world and that of the dead and invite Tieria back so that she can return to her people."
Firn'gaer Sunday December 23rd, 2007 2:50:29 PM
Firn'gaer looks perplexed at the cleric's suggestion. "What do you mean?" He says very inquisitively. "I am not capable of summoning divine energies of that magnitude. As far as the power of Chaos, I have never been able to consciously tap into that power, or for that matter, bend it to my will."
"Travel will not be a problem. I am capable of transporting us to Hennemar, and then back. You would enjoy the trip. There is a shrine to the Crones near there."
Day Trips [DM SteveK] Monday December 24th, 2007 4:25:11 PM
Heranmar Savin makes his counter offer and the man laughs good-naturedly. "Nay, lord, you remember right enough. I had a bet with the missus that all that water in the ocean would have soaked into your brain, but you are a sharp tack. 3,000 gold is the price still, and you keep your other gold for improving your school. Savin has plenty of time to have a good day before returning to the INN and seeing the other Children of Chaos.
Quinn and Randall keep Year's End at the Gargul compound at Threshold. As Randall idly leafs through his book's pages, it tells him that this compound is one of the two largest groups of Gargulites in one place... all 10 of them. After morning ritual, they return to Heranmar, and at the INN, and with the Children of Chaos.
Peerimus repeats his statement, and the Tritons go into conference again. Then the eldest swims forward alone. "Truth is hard to come by within a family and ever more difficult as peoples are different. You have returned a valuable hierloom of our people, and come to pay your respects. If you return my daughter to me, we might, 'might' mind you, come to believe that not all land-dwellers are thieves and spoilers." The tritons accept the conch and will wait on what Tiera or (failing her raise) Peerimus will say afterwards before making anymore committments. The group makes no plans to return to the Palace, and continues to be nomads in the deep oceans. Once Peerimus is done, he swims as a dolphin and returns to Heranmar and the INN.
Forest around Heranmar Kazak, Durgan, Vinder(invisible), and Trace take care of the commoners and looks around for visible signs. About 400 feet beyond the cottage, Trace finds three footsteps that are similar to the earlier ones the group was following. 400 feet beyond those three steps are three more steps. It looks like the Marut is using some means of quickly moving ahead. Knowing there is nothing else for them to do, the four return to Heranmar, and the INN, and their companions of the Children of Chaos.
Hook City The old man's eyes twinkle at Firn'gear. "And have you ever TRIED to consciously use the powers within each of you, Child of Chaos?" He shakes his head. "Eh, no matter. With your ability, I would indeed like to pilgrimage to Heranmar and visit the Crone's Standing Stones. And we can talk more there." The cleric gives his flock some instruction, and then is ready for Firn'gear to teleport the two of them to Heranmar. Pleading fatigue, the cleric goes to sleep upstairs in the INN, and Firn'gear is able to meet the other Children of Chaos in the INN.
Durgan Tuesday December 25th, 2007 4:15:38 PM
OOC- Merry Christmas all! See you in the Giggling Ghost!?
"Back in the Inn eh? May as well have an ale then."
Vinder - Sub/Al Wednesday December 26th, 2007 12:16:33 PM
"Well, looks like it's gone." Vinder reappears, striding along near the others as they make their way back to Heranmar. It's still out there somewhere, of course. But not his problem.
"I wonder if Savin's back yet?" he asks.
Quinn Wednesday December 26th, 2007 1:18:46 PM
Quinn grabs and ale and a chair by the fire as he still wants to feel warm and dry after the adventure under the sea. Quinn waits for the others to find their way to the inn before regaling his and Randall's tales of exploration tot he group.
Peerimus Wednesday December 26th, 2007 2:35:11 PM
Peerimus enters the INN, orders a drink and tells everyone of his encounter with the tritons. "They have the Conch, but but did not tell me if they plan to return to the palace, I did not push the subject. They are reserving judgement on us in light of what I said about trying to bring Teiria back. She will be very important if the Tritons and people of heranmar are too live in peace I think."
Perimus then asks about finding a cleric and how everything went with the Marut
Posting Report For: Wednesday December 26th, 2007 3:19:24 PM
Game #4 Children of Chaos For the week of December 17, 2007
Dweezil flapped lazily back to the Inn, following behind the Children of Chaos. They had managed to track down the Marut where it came ashore, and followed its' tracks. But there was no fight. No entertainment. Only a few scared peasants, and the thing had traipsed off into the wilderness. With nothing else to do about it at the moment, the adventurers returned to the Inn, met with their fellows and started to enjoy some ales and food. While he sat there, all grumpy from the boring excursion, Dweezil wondered what was so fascinating about ale anyway? "Those dwarves drink it almost constantly", and several of the others usually join them. "Hmmmm". Dweezil extended his leathery wings and flew over to an unattended mug near the corner of the Inn. He lifted it up and took a whiff. "Ewww. I can't believe those puny mortals actually drink this putrid stuff." Dweezil had never had an ale before. But he was bored. "Oh well, may as well try it. What could happen?"....
Durgan Wednesday December 26th, 2007 3:23:48 PM
"Eh, Peerimus? I thought someone was goin ter get a scroll? Then we'll see what the girl has to say about the whole thing."
"As for the big beastie, it up and disappeared. Didn't hurt the commoners it came across though. Wonder what that means?"
Conversations Over Ale [DM SteveK] Wednesday December 26th, 2007 7:23:11 PM
All nine Children of Chaos are together in the INN of Heranmar. They each have learned a little something, and now is the time to share and make plans.
Firn'gear brought back an old man in a gray robe who is currently sleeping in one of the guest rooms above.
For some reason, the Broken Spirals (whether seen or unseen) are itchy tonight.
Jeff Collins Highlight to display spoiler: { You are free to arrive at the INN whenever you wish }
Peerimus Wednesday December 26th, 2007 9:54:19 PM
"Aye Durgan, but we still need a person to cast it." The druid listens to each mission, his mind working through them. "It seems then we have a pretty straight course. In the morning I will bring Tieria to the shore about a 1/4 mile south outside of Heranmar. Firngaer, escort the cleric and any who wish to come and we will place the question to Tieria." His eyes flick quickly to the exposed broken pin wheel on his right hand and then back to the group.
"Then, we set out to catch up to the Marut. It sounds from Trace's description our friend has the ability to Dimension Door or perhaps even Teleport. I see no reason to race ahead into Dre Moria, but simply catch and accompany the creature who already knows where it is going."
"Thoughts?"
Firn'gaer Wednesday December 26th, 2007 9:57:06 PM
Firn'gaer arrives at the inn with the cleric. After the cleric retires for the evening, he goes to the common room where the others are sitting and talking.
"Yeah, Durgan, I bought the scroll. I've also found a cleric willing to cast the raise dead. He's a member of the Crones cult."
Firn'gaer does not mention his conversation with the cleric about being able to draw out the power of the Marks.
"Tomorrow, he will raise the triton, if she wishes, and I will take him back after he's done visiting the shrine to the Crones.
Savin Wednesday December 26th, 2007 11:05:23 PM
Savin buys the house, paying the old owner in full from his share of the treasure. He will find the farmer (halfling?) and let him know and tell his students to met at the barn in the morning for lessons at dawn.
Savin comes along and gives everyone their share of loot including Firn'gaer. "I know you don't think you earned this and you are free to do what you want with it. Give it back to the Tritons, give it to charity, but I am not going to keep your share or let others have it either."
Savin turns to the others and invites them to view his new house/martial arts school like the proud new owner his is. "I have never owned a house before!"
After the conversation moves on a little, he will ask Peerimus, "We need to get a couple of things straightened out. What we are doing next? and this business of who is going to be are war leader while in battle. Since you are our strategic leader, why don't you decide. You will have to work closely with that individual and will need a good working relationship with them."
Kazak Wednesday December 26th, 2007 11:23:48 PM
Kazak listens as the others share information .... sipping an mug of ale .
Nodding at Firn'gaer's statement about finding a willing Cleric to cast the appropiate magic " good ... glad you found one "
Adding to Peerimus " I'll be glad to come with you to await Tiera's answer .... would be a good start towards building trust and friendship with them " says the dwarf sincerly as he ignores the itching of his tattoo
Jurgen Thursday December 27th, 2007 4:25:13 AM
The door to the inn creaks open and through it flies a white hawk with black wing-tips. It lands on the highest point in the room and looks down at the group. A few moments pass as the bird stares until it glances at Peerimus, Trace and Savin. It almost looks as if the bird is nodding it's head. A soft caw escapes it's beak before another figure slips through the still open door, just before it closes. A large cloak hides him from view and he sits at a table away from the group. When there appears to be a moment where the conversation slows down, he stands up and walks towards the table.
"Finally!" The figure is an old, decrepit man. He looks to be ancient and weak, as if a strong breeze would not only knock him over, but probably blow him apart. His face is obscured by a black hat with a large brim. With a quick snap of a fingers that seems out of place for such old bones, the aging fades away to reveal a much younger man. The hat's brim shrinks away as it turns into a cavalier's hat with a white feather.
As he took off his hat to give a flourishy bow it revealed a long streak of white which marred his short black hair. His green eyes glanced around the room, checking out the strangers. He places the hat back onto his head and the Broken Spiral tattoo on his hand faces towards the group. A mace hangs at his side, but it seems out of place among his otherwise colorful and fancy attire.
"The new Children of Chaos, I presume? Mixed in with the old, I see." He crosses his arms. "I have been looking for you for quite a while now. Following battlefields and rumors... Anyway, I've found you. A few of you, I know. Those that dont? The name's Jurgen Strumjager, lover of women, doer of good, and magician extraordinaire. You can call me Jurgen."
After introductions Jurgen offers to buy drinks for the table. "For my old friends... and hopefully new ones. I'd like to join up with you guys. Though I'm not sure if we have an option with these," he points to the tattoo, "but if you could make use of a rather reckless sorcerer, I'm at your beck and call.
Vinder - Sub/Al Thursday December 27th, 2007 9:47:35 AM
Vinder sits quietly to one side nursing an ale. He watches the others from over the rim of the mug.
... a reckless sorcerer ...
Inwardly, he rolls his eyes. Savin's return had put gold in his pouch. If what some of the others have said is true, and there doesn't seem to be any reason to doubt it, there's a big city somewhere to the south.
Vinder rubs the back of his hand against the rough fabric that covers his thigh. The tattoo again. He raises up his hand and frowns at the cursed mark. What did the Avatar say? Chaos energy flowing through each and every one of the Chosen? And they would know each other by this mark.
Vinder rubs the back of his hand again, against the leg of his trouser.
Firn'gaer Thursday December 27th, 2007 12:30:03 PM
The gnome's head shifts slightly as Jurgen makes his grand entrance. With a deep draw on his pipe, he watches and waits to see the reactions of the others.
Reckless . . . He thinks.
Turning to Rufus and in a low voice, "With this new group living seems to be getting a whole lot shorter."
<squeek> Not going to know which way to watch to see the end comin' <squeek>
"That's the truth . . ."
Quinn Thursday December 27th, 2007 3:32:34 PM
Quinn approaches the shape shifting sorcerer and give him a hard look and then extends his hand "Glad to have you aboard Brother Jurgen. I am one of the new Children of Chaos. Thanks for the Drink."
Quinn will show Jurgan his hand tatoo "What mark were you given brother?"
After introductions, Quinn will add "Since brother Peerimus is off to see the Tritons tomorrow, I will be visiting Plateau City. Anyone want to come along for the ride and see the main branch of the Catacombs or the original Star Mage Guild?"
Quinn will move back over to Jurgen "I trust you do not mind Liches Brother as we are getting set to send one to visit Gargul." Quinn will slap Jurgen on the back and drain his drink.
Conversations {DM SteveK] Thursday December 27th, 2007 6:56:50 PM
(ooc: CoC is in the official holidays posting slow-down. Multiple posts are OK. Group will stay in INN of Heranmar until 2 January.)
Situation: The Children of Chaos have spent one day in Heranmar since thier return from the underwater adventure at the Triton's Palace. All ten PCs are currently in the Heranmar INN common room. Chester (the INN-keeper) and Brina (the dwarf barmaid) are busy filling orders for food and drink both for the CoC and the other patrons in the dry warmth of the INN.
Children of Chaos Trace, Kazak, Durgan, and Vinder are back from their tracking of the Inevitable Marut.
Quinn and Randall are back from thier unsuccessful search for more information on the lich the Marut mentioned, and thier quick visit to Quinn's cohorts at Threshold.
Savin is back from his purchase of a farm-cum-martial arts school and his visitation to the Catacombs.
Peerimus is back from finding the Triton nomads, given them the Conch, and thire message of waiting to see what the 'heroes' can do about Tiera's symptoms of 'dead'.
Firn'gear is back from Hook City along with a scroll of raise dead and a cleric of the Five Crones. The Crones Cleric has agreed to perform the spell to raise Tiera and is expeted down stairs soon (right after his nap)
Jurgen has just arrived from places unknown and has recognized a couple of the CoC as former companions. He announces his intention to rejoin the group.
Issues Savin passes out the nine shares of the treasure. Firn'gear can do what he wants with his share, but the others won't touch it.
The Conch is gone: given back to the Tritons by Peerimus.
The group's overwhelming majority favors attempting a raise dead for Tiera. The scroll and cleric is available, and the ceremony will take place tomorrow. (ooc: tomorrow = 2 Jan)
The issue of Battle Captain comes up again. A suggestion is made that Peerimus (as strategic leader) should make the decision.
What is the group going to do next (after raising Tiera that is)? Continue to establish themselves in Heranmar? Track down the lich? Track down the Marut? Track down Quinn's vampire father? Track down the names shouted by the King Wraith? Investigate the shell book? Find out where Jurgen has been these last years? Sell Quinn's scrolls?
Oh boy, there is a LOT to talk about and decide!! :-)
Randall Thursday December 27th, 2007 8:51:19 PM
Randall and Fluffykins the wonder familiar joins the others at the INN. First order of buisness, get his share of the loot from Savin. Second, order a round for the boys and luch for Fluffy. Third, fill the group in on all of the information that he and Quinn found. Fourth.... " Looks like I won't be with this group for much longer. You guys have been great. But I've always been a loner, and as much as the rest of you have become my friends... I'll be needing to hit the road soon. This place and time we are in now... is very alien to me... As most of you know, I was taken for your past and brought here... well, I want to go back home.. to my time.. and I'll have to find my way back somehow. "
Randall downs his drink " Soon I'll be leaving but not today. Today, I need to go to this Catacombs place again and spend these coins on equipment. "
Durgan Stonewall Thursday December 27th, 2007 10:32:31 PM
OOC- Welcome aboard Jeff! (Jerry made me say that! -just kidding!)
Durgan gazes at Jurgen with an appraising eye. "Great, another magicky fellow." The itching tattoo is making Durgan irritable. He thought that business was done with?
"Reckless eh? Ye will fit right in then. Well, if yer buyin, I'll be drinkin. Why don't ye sit. I hate ta drink alone."
Durgan looks over at the treasure. "It will wait till tomorrow", is all the burly warrior says about that matter. "I will go along to see about Tieria."
"I would indeed like to see yer new house Savin. Are ye going to train students there? Hey Kazak, mebbe we should get a house too? It might be nice not havin to live outta the INN. He looks over at Brina. Might be nice fer you too eh?"
Kazak Thursday December 27th, 2007 11:17:48 PM
"Welcome Jurgen " as the dwarf stands and extends his hands in greeting
" heh he's buying drinks ... i like him already " laughs Kazak
" A house together ?? ... oh won't that be like old times .... i'll take bottom bunk " jests Kazak
"Actually sounds like a good idea brother ... as we seem to be building roots here "
Kazak steel grey eyes spot Brina with Durgans last statement he blushes slightly
"Well Randell it's been an honor to have met ya and i hope the best for you in your travels " as the dwarf raises his mug to toast him
"Well we have much to talk about " admits the 4'1" dwarf
Savin Friday December 28th, 2007 12:06:43 AM
Savin sees Jurgan and a grin crosses his face but quickly leaves as he buries his old companion in a hug. "Where have you been? How did you find us? We figured out what the blasted tattoos mean. Do you still have yours? Are you here to stay?"
Savin's questions stop as he realizes that Randall announces his emminent departure. "Huh? Where are you going? You haven't been with us long? Did we offend you somehow?"
Trace Friday December 28th, 2007 3:25:20 AM
Trace gathers up his share of the coin and sits with the others and partakes in drink. Peerimus, do you need anymore company on taking the Triton back to the sea? If not I have things I can be doing getting ready for our next trip out.
Trace's eyes widen when Jurgan appears. He gets to his feet and waits for his turn to greet his old friend back. With a long hand shake, "Glad to have you back brother, you being back gives us a good mix of old and new.
"Randall, you might be leavin us but you will allways have us to return to if you need to. Once a COC, allways COC. Go and look for your time but if that dang spiral gets to itchen then come back to us. We will miss you.
I'll head over to the catacombs with ya tomorrow if Peerimus dont need me."
Trace turns to Peerimus, "After the triton is taken care of, what is our next course?"
Jurgen Friday December 28th, 2007 4:18:35 AM "I trust you do not mind Liches Brother as we are getting set to send one to visit Gargul."
At the mention of undead, Jurgen flinches a bit. He had been able to avoid them for a few years now. And then the day he joins up with the Children again, they go after a lich. He sighes and takes another drink.
Randall's words snap him out of his daze. Not that they made sense to Jurgen, but they did distract him from the idea of a lich. After the matter of Randall's departure is discussed as well as the group's future plans, Jurgen will proudly pipe up and answer Savin's questions.
"Savin and Trace!" He accepts the monk's hug with a laugh. "Good to see you, old friends! I am here to stay as long as you'll have me."
"Or until we meet that lich, Mr. Scaredy-pants!" The hawk caws to Jurgen, in their own language, before flying out the open door. Unable to respond to the jab before the hawk disappears, Jurgen instead chooses to send an emotional slap to the head via their empathic link.
"I have been... rather busy for these last few years." He orders another drink and starts telling his story. He talks of many adventures. From being locked up by a wizard (who wanted to use his sorcerer magic to do evil deeds) to teaming up with a surly paladin (neither of which was fond of the other, but grew to be quite the crime-fighting duo). He tells of the departure of Vus, his blink dog, who left to take care of a brother's litter. And the meeting of him and Shay, the white hawk (which features demons, crazed forest creatures, and a bunch of nymphs).
"Why, I even joined up with a circus for a time. The Travelling Circus of Rigby Del'so. Rigby enjoyed my illusions... and I enjoyed the looks of Tessa Del'so, his daughter." A wide grin is plastered on his face. "I probably would still be with 'em if I hadn't been asked to leave. For stealing kisses from Tessa. In fact, asked is entirely the wrong word. More, barely escaped with my life." While his story-telling has the same ring of the young, brash boy that used to be adventure with the Children, his stories are more focused on the tales themselves as opposed to his own deeds. It appeared that Jurgen had certainly grown up some, but only time would tell whether he was still crazy enough to try and fly into a dragon's mouth.
Vinder - Sub/Al Friday December 28th, 2007 9:42:10 AM
Vinder the Hilt skirts the crowd. Merry makers. Story tellers. A cheer enough band. From what he's learned about the tattoo, a band connected by bonds that he'd never be able to break. No matter where he went.
"You can do that?" Vinder the Hilt comes up beside Randall the Wizard and his tiny dragon. "You can travel through time? If you can manage that much," the rogue's eyes are canny, "how would you feel about taking on a little job before you go? If you can cast yourself across time, shouldn't be too much for you to take me to the other end of the ocean."
"Not that you're not good company," he turns to the others, "but it's important for some people to be where they know how things work. I had a network. I knew people. It took work to build it up. Here, in this place ... "
Vinder leave the sentence unfinished.
"So, Randall. Will you do it?"
Peerimus Friday December 28th, 2007 10:20:27 AM
ooC will multi post to get to everything...
Peerimus arches his brow at the bird. Odd and not in a good way Soon enough Jurgen appears and the druid gives him a nod. "Jurgen." he says in levelled, but friendly tones. "Please join us."
"You are most welcome to take the road with us again. Trace has only just found his way back as well." Peerimus asks if has any word on Sir Thomas or Shiraz and gives a breif recall of the events from the final battle in the Ice Vein with the mad gnome, to the groups fight against the natural forces that tried to sack the Floating the city, The Kraken and discovery of the artifacts and thier destiny with the entity of Chaos, to the trek into Koshe Marr and finally the debacle of the Triton
Peerimus part II Friday December 28th, 2007 12:55:51 PM
Peerimus wordlessly takes his share of the treasure from Savin and sets it aside. He does not mention oor acknowledge it any further. "I am in full agreement of the need for command in combat. I would look to Trace for this. He will not know specific spells but will coordinate our attack and defence. Which opponents to target, where to fall back or shore up our line and I expect everyone to follow his leads. As a collection of individuals working towards a common goal, we will fail and some will perish when we meet a true unit as an opponent. The group from Koshe Marr were not individually our equals, but enhanced each others strengths and covered thier weaknesses and thus were much stronger as a whole."
"At one Time we as a group had this under Sir Thomas. Then we began to reclaim it after the Ice Vein with Jaeden, but he remained in the Floating City ad we have been struggling mightily since. I say we look to Trace to pick up this mantle and bring us together when we need be in combat."
Randall Friday December 28th, 2007 2:51:27 PM
To Kazak: Randall raises his mug as well to toast the dwarven brawler. " I'll miss ya to little guy. "
To Savin: " No Savin, there was no offence. Actually, I've grown very fond of our little Company of Chaos. The forces that are pulling me away I feel are well beyond my control. "
To Trace: " Your welcomed to come with me and Fluffykins friend Trace. We'll be leaving at first light to avoid the holiday crowds. "
Randall looks at Vinder and smiles at his comments... Fluffykins the pseudodragon wraps herself a bit tighter around Randall's neck.
" Wish I could Vinder. I was plucked out of my time by some yet unknown force and dropped off where we found each other. I believe that whatever force was responsible for this also has something to do with our mutual birth marks. Now, the kind of magic your talking about is from the Conjuration school. Conjurations bring manifestations of objects, creatures, or some form of energy to you, actually transport creatures from another plane of existence to your plane, heal, transport creatures or objects over great distances, or create objects or effects on the spot. Unfortunately, I can't cast any of those. However, I do believe that with enough coin, I could convince on of the Conjuration specialists at the Star Mage Guild to help you."
Durgan Friday December 28th, 2007 3:45:55 PM
Durgan begins working on a new mug of ale.(what? it's the holidays!) "I thought we had already settled that Trace will lead the way fer us in battle?"
"Some of ye are leavin? I guess it's ta be expected. We are children of chaos after all. Good luck to ye and good journey."
Quinn Friday December 28th, 2007 6:12:54 PM
Quinn is concerned about Randall leaving "It has been good traveling with you Brother Randall and your scaly companion. I can take you as far as Plateau City this afternoon. Anyone else want to travel to the great Jewel of a City on the Northern Continent. I plan on being back the following day after our cleric for hire does what he can with Tieria."
Quinn nods to Savin "Thanks for taking care of the appraisal work." and Quinn takes his share.
Quinn moves over to Trace "Congratulations on your new post Brother." Quinn extends his hand to Trace and slaps him on the back "Just remember Brother that I will take care of any needed curing after any combat not during it. That is unless there are undead around then cures are one of my best weapons. If it comes to a lich we were discussing or even my late father and current vampire, cures will be a must in combat."
Quinn looks back at the group and smiles broadly. "I sure vote to tracking down any liches or vampires on this continent. Where to Brother Peerimus?"
Quinn stands with his hands spread wide "Take a hold Brothers and Cousins if you want a ride to the Plateau City as the Quinn wagon is leaving in a few moments."
Quinn will nod to Peerimus "Good luck with the Triton on your second time around. I hope Gargul will look favorablely upon your request."
Quinn will take himself and the first three that want to travel with him to Plateau City.
Conversations, and Action {DM SteveK] Friday December 28th, 2007 8:09:15 PM
(ooc: CoC is in the official holidays posting slow-down. Multiple posts are OK. Group will stay in INN of Heranmar until 2 January.)
Situation: The Children of Chaos have spent one day in Heranmar since thier return from the underwater adventure at the Triton's Palace. All ten PCs are currently in the Heranmar INN common room. Chester (the INN-keeper) and Brina (the dwarf barmaid) are busy filling orders for food and drink both for the CoC and the other patrons in the dry warmth of the INN. Many side conversations continue.
Randall takes this opportunity to announce he is going to go off on his own, by the next morning is his plans.
Trace is chosen to be the Battle Leader of the group, and Peerimus outlines the expectations of Trace (Which opponents to target, where to fall back or shore up our line), and expectations of the members of the CoC themselves (everyone to follow Trace's lead).
Talk moves on to establishing further roots in the community and both Kazak and Durgan talk of buying a house of thier own in Heranmar. Brina sashay's over to Kazak and whispers in his ear. Kazak and Listen DC15 Highlight to display spoiler: {"We don't need a house, cutie, just a bed. }
Quinn hasn't used his Greater Teleport today and so gives others the opportunity to go with him to the fabled Plateau City of the Northern Continent. The cleric states he will be back AFTER the ceremony for Tiera. Giving his companions enough time to decide, he then Greater Teleports away. (future post pending)
As to what is the group going to do next, the only suggestion is by Quinn who entirely favors killing the lich and then finding his father to kill the vampire!
Other leads that the group knows about are... - Track down the names shouted by the King Wraith? - Investigate the shell book?
Vinder the Hilt - Sub/Al Friday December 28th, 2007 8:46:48 PM
"Plateau City?" Vinder's head snaps to Quinn at the sound of the name. "Quinn," he smiles, "let me be your guide. I know where they grill the best steaks in the city." He puts an arm around over the shoulders of the cleric. "And I'll show you where the temple of Gargul is. I tell you, they're going to love your tattoos."
Kazak Friday December 28th, 2007 11:39:03 PM
The dwarf blushes even more at Brina's whispered words but smiles back at her " well we would need to put it someplace " teases Kazak back "besides a house would keep me around more " adds the dwarf slyly
Turning back to the discussion at the table " well Trace i'll follow your lead in battle ... maybe you should have title " grins the dwarf " Warlord ?? or some type of rank ?? or maybe something simple like ... the dude in charge ??? " laughs Kazak
'No thanks Quinn .. think i'm gonna stay here for the next few days ... want to pay my respects to Tieria when she comes back ... i hope"
"And anyway Durgan got the right idea about starting roots " as he glances at Brina serving drinks " we'll keep training a miltia ... not to mention i'd like to see what type of stone business is in town ... maybe help dem out some or even start me own business "
"Good way to build trust between us and da locals " finishes Kazak as he sips an ale
The dwarf shudders slightly "Lich ....not to my liking thats for sure " mumbles Kazak
' what else can we do ?"
Savin Saturday December 29th, 2007 1:57:12 AM
Savin sighs when he hears the talk of the undead hunt. "I would rather not tackle the lich right now. Sounds like that walking machine is going after him, let him handle it for now. If the lich comes here, then we should fight him, but I don't want to fight more liches at this point. We just got back from the Koshe Mar, and I have had my fill of undead for a while."
Savin pulls out his book of shells and says, "Firn'gaer and I found this in the palace. I guess I should have had it identified in the Catacombs but frankly forgot I had it. Not even sure it is magic but we found it in the golem workshop. I wonder if it is an instruction manuel. Can any of you wizard types decipher the writing? or tell if it is magic?"
CDM Jerry: OFFICIAL ANNOUNCEMENT Saturday December 29th, 2007 11:57:03 AM
Greetings Woldians,
I hope you've been keeping up with the changes we've been discussing on the LnB. If not, you have a novel to read amongst all the posts.
Basically, we're doing the following things:
--purging all 2nd characters from everyone except DMs...that's their reward for being a DM. --We're adding a new type game: Challenge Games. It is a 2 year campaign game. We're calling our normal games Career Games.
Anyway, because of the Challenge Games, which will begin ASAP for their first 2 year run, as well as the pruning of the 2nd characters, we'll be holding a vote starting
WEDNESDAY, JANUARY 2ND
...and ENDING on
MONDAY, JANUARY 7TH
We'll be voting on one thing only:
Do you want to play in a Challenge Game or a Career Game?
If you choose Career Game, I"ll want a second piece of information. I will need to know if you want to remain in your current game or move to another.
That's it.
Voting is NOT accepted until January 2nd and all votes will be emailed to me here at gericko@gmail.com. I will not accept votes that are made on the LnB, though you may post your vote there if you want.
If you don't vote, then the ACDMs and I will be PLACING you into a Challenge game by default as that is the "new thing" and we're kinda pushing it as a new option.
Let me repeat that and reword it:
If you don't vote you lose your right to choose your game and WILL be placed. Yeah I know that is hard, but we're moving forward and don't want to have votes trickling in weeks later.
This email is just to get your attention in case you haven't been following the information overload on the LnB.
If you have a question about all this or are now totally confused, reply to me only or post on the LnB where you'll get 100s of people telling you what is going on. :)
Or you can IM me on AIM. My handle is Gericko.
Enjoy your day and don't freak out!
CDM Jerry
Jurgen d20+16=36 d20+16=22 d20+16=30 Saturday December 29th, 2007 10:06:37 PM
"... I have heard nothing of Sir Thomas or Shiraz. Or Sly, for that matter. I assumed they would be with you. It is most unfortunate that they are not." He rubs his tattooed hand with a sigh. "This mark has done me little good since I have disappared from you friends, but when it started guiding me to Heranmar, I assumed it would be bringing us all together," he quietly raises his glass and mutters to himself. "To old friends..."
"You have had quite the time," Jurgen nods to Peerimus, "and many of those tales have reached my ears in one form or another. Rare is it that a group's heroics surpasses the rumors, but I wouldn't have expected any less from you all."
Jurgen offers to stay with Peerimus to deal with the Triton, mostly to remain with those he knows. "After that? I don't much like undead. They were unpleasant before I died. Doublely so after. But I go where the group goes and will do my best to overcome any personal failings."
Jurgen throws up a Comprehend Languages and offers to flick through the book. "There's not a lot that I can do to help, although I should be able to understand whatever it says. I should get myself a couple of wands, to both detect and read magic." If either of the wizards offers to take a look, Jurgen gladly hands off the responsibility to them. His areas of expertise didn't include the reading of mysterious books.
[Spellcraft Checks: 36, 22, 30 - If there is anything to use Spellcraft on. Rolled a few in case there are a few things to check out]
Peerimus d20+9=16 Sunday December 30th, 2007 2:23:56 PM
Peerimus smiles in spite of himself at the comment just whispered to Kazak. thankfully Jurgen is is raising his glass to something close and dear to the druid's heart. "Old Friends." he quietly echoes. he then adds, "Sir Thomas and Shiraz both left shortly after yourself. Though actually I think Sir Thomas might have departed to the winds just before you. Matters not I suppose, it was all within a matter of weeks. Seems a lifetime ago."
The druid's brow arches at Durgan's suggestion of a title for Trace, but quickly faeds. Dwarves did have a overwhelming need it seemed to name and title everything. Even more than humans.
Peermius weighs in on his thoughts, "I think it likely that the shells are our equivelant to a book and I agree, likely instructions or partial instructions to the creation of the goles we so recently had to destroy." Looking at the gathered arcnaists the druid offers his opinion on the matter. "If any of you wish to keep the books and follow the work I would ask you do so with extreme caution given the results of the last golems created."
Sitting back he takes drink, "We have knowledge of a lich, living and furthering evil plots quite close to what we would call home. If we care for and nurture this antipathy and disregard it will grow to a point that our children will suffer as a result. I am not inclined to the leisure thought that the marut can and will destroy it. As to the names the wraith king spoke of, "We will give that information to Tieria, or upon her unwillingness to return, we will give the names to the Tritons. If they wish aid fron us in pursuing the matter, we can discuss it further."
"I have no illusions that seeking out this lich in Dre Moria to be simple. One it will require patiance and humbleness on our part in the face of beings much longer lived than we and who tend to take a far slower approach to existance. But I believe Heranmar and the Downs would be best served if we take this challenge and destroy this Dre Moria lich."
Firn'gaer Sunday December 30th, 2007 2:43:53 PM
"The liche we met beat us easily. It was the Crones that allowed us to escape death. If we cannot find out all the information we may need, then I suggest we avoid a liche if possible." He turns from the fire as he speaks.
"As for the book, I can identify the book, if it is indeed magical and not just guarded with magic."
"Don't think there is much need for any titles. It seems to be pretty useless because I'm not going to use it."
"On a different note, when the cleric wakes I will escort him to cast the spell and then take him to the Crones' shrine."
Plateau City [SteveK] Sunday December 30th, 2007 9:25:06 PM
Quinn teleports unerringly to Plateau City along with Vinder (who has been to the City previously). The rogue is able to escort Quinn pretty quickly to the Temple of Gargul where in the forum there are a number of acolytes and clerics moving on one errand or another. As Quinn stands for a moment in indecision, a black-robed human approaches. "Greetings Brother. You look like you have a purpose with the Gray Lord but know not where to begin. Perhaps I may direct you?"
Heranmar [DM SteveK] Sunday December 30th, 2007 9:29:52 PM
Quinn and Vinder (and others who want to leave) depart for Plateau City, and the others while away the evening in the INN.
At the dinner hour, the old cleric in gray robes comes down stairs and takes meal with the companions. "Blessings of the Five with you, you Children of Change, and blessings to your actions and desires." As he sits and gives his blessings, the Broken Spirals on each heroes hand becomes revealed and pulses warmly.
The old man seems to have no name that he admits to, but is well versed in the history and religion of the Powers; most especially the Five Crones. All who stay are immediately convinced that he would be a good person to get answers from...
Trace (WAR LORD)...........lol Monday December 31st, 2007 2:24:34 AM
Trace cracks a smile at the mention of title. With it being just us as a family, no title needed, just Trace, maybe in the future if we gather the great army of chaos and fight an evil army then we might kick the idea around. Thank you for your trust and I will put all my expirence in protecting our group and not allways just for the quick kill but to make sure that no one is left hanging out in the open.
I have to go and switch out some equipment before we move along.
Vinder the Hilt Monday December 31st, 2007 10:06:11 AM
Vinder gives his goodbyes to the Children before taking off with Quinn.
"It's been fun, guys. But I think the City's calling me. I'm heading back to Dirt City. Whether they shoot me full of bolts and arrows before I set foot in the place, I've got to take the chance."
He shakes hands with everyone before heading out with Quinn. In Plateau City, he leads Quinn to Gargul's temple before shaking hands with the cleric and heading off.
(OOC - It's been fun guys. Good luck to you all.)
Message About Migration [SteveK] Monday December 31st, 2007 10:57:52 AM
Hey gang! You don't have to split yet if you don't want to. There is still more fun to be had with the CoC.
Talking with Jerry, I'm going to do a mini-adventure for January, and the migration will sort itself out probably by February. Maybe later.
Until I'm told otherwise, I'm continuing as if CoC is still THE game to play!
Savin Monday December 31st, 2007 12:02:41 PM
Savin sighs as he hears the votes for the lich hunting. "Isn't there a band of bandits? a marauding army of gnolls? A nasty thieves guild doing a shake down? How about an evil noble lord who is oppressing his people? Why is it always undead, and golems? Fine lets go kill the lich but I will tell you my morale is low! I can never use my stunning fist ability!" Savin whines.
Savin brightens though and says, "Now maybe I need a title. How about Savin the Brave, or Savin head of the Children of Chaos scouts? or Savin the Defender? Hmmmm this needs some thought."
Savin is surprised to see his tattoo flare and asks the Cleric if he caused that and if the Cleric can teach Savin how to tap into the magic.
Durgan Monday December 31st, 2007 4:07:19 PM
Durgan looks at the old man. "Blessings eh? I never considered the tattoo a blessing. More like a curse. Indirectly caused me ta leave me hearth and home. Tell me why I should consider it a blessing then."
Peerimus Monday December 31st, 2007 4:43:07 PM
Peerimus smiles at Firngaer, "And there in lies the part of the mission that might be hardest of all, patience. There is a great deal to learn and a good distance to walk before we confront the lich. Dre Moria is not so far, but it is hardly across the road."
The cleric sists and Peerimus bids him welcome to Heranmar. With the glow of the tattoo, he turns his head a bit sideways to curiously inspect not only it, but the older man who now sits with them. Questions begin to mount in his mind, but sorting through them and putting them to words is now the challenge.
"My dear Durgan, I believe the good man was extending his own blessing in the name of the Crones. Think of it like a toast to your health." Peerimus pauses, then adds, "Though I personally see them as a Blessing for without them, I would not found you and the others. I would not have been able to affect the Wold to the degree I have for the forces of good. All things to a purpose, even though we might not have clarity to see it good Durgan."
Jurgen Monday December 31st, 2007 6:04:34 PM
If there comes a moment in the evening that Jurgen can sneak Peerimus, Savin and Trace away for a few moments, he asks to have a word with them. "Friends... I have a history of being an unsteady sword within this group. Coming and going at my leisure, without regard for my friends. For that I apologize. It will not happen again. I ask you for the opportunity to prove that." He smiles awkwardly. This speech has been rather clearly planned out, but he is sincere. If a bit awkward. And then, to Trace, he adds, "Whatever name you go by, be it leader, warlord or simply friend, I trust your aim."
"All things to a purpose, even though we might not have clarity to see it good Durgan."
Jurgen nods his head in agreement with Peerimus. "It is by the magic of these tattoos and the crones that we have all been able to fight for the good of the Wold. It is by that same magic that we were able to slay Tumult the dragon, many years ago. And that same magic brought me back to life... twice. From Peerimus' recounting of your tales, the tattoos have equally provided for you friends. Yes, there are... downsides." He outlines the tattoo on his hand as he speaks. "But what doesn't? We cannot have everything that we desire. Choices are not always easy, especially for us who walk the path of heroism. I gave up on the Children of Chaos many years ago, because of that difficulty. But there are things that must be done. And if we don't do them, who will?"
Jurgen does, indeed, have questions for the old man. Although the fact that he has no name is offputting. If Jurgen had been joking around, he would have guessed that the old man was the husband to one of the crones. It wasn't an entirely outrageous idea, but not one that he would bring up. "Sir, I too would like to tap into the magic of these tattoos. The few times that I have it has been... extraordinary. Although, and this is rare for me, I worry about the consequences. The traditional magic that I regularly use is one thing. It's a constant. It makes sense. These tattoos seem to work almost at random. They help fight battles we cannot win some days and others, they put us into unwinnable battles. It is... alarming. But the idea of controlling chaos is laughable."
Kazak Monday December 31st, 2007 6:11:31 PM
With a peek over at his brother at the mention of the tattoo's " i'm not sure what to think of them .... sure caused some " the dwarf ponders his next word " Chaos " smiles Kazak " in our lives but seems to have led us to meet some good people " as he looks about the table " and intresting travels .... i think only time will tell "
"Patience ? ... well sometimes i have .. sometimes i don't ... guess it all depends on what i'm doing "
"I'm all for doing whats best for our new home "
Kazak shifts in his seat as the Tattoo pulses warmly but does his best to ignore it .... at least outwardly but nods welcome to the old cleric
Fluffy ( Randall ) Monday December 31st, 2007 7:57:06 PM
Fluffykins the pseudodragon lets out a big yawn before curling herself tighter around Randall's neck. Her eyes flicker for a while, looking over each of the Children of Chaos. A wide crosses her reptilian lips, almost knowing...
{ Randy dearest, maybe we should stick around for a while.. really, where else do we have to go. And besides, these young ones will need us... }
Randall
{ Alright Fluffy. You always know best after all... but let's not tell them just yet... }
Firn'gaer Tuesday January 1st, 2008 6:06:33 AM
"But," he adds, "impatience and diving head-first are old traditions with us, and this adversary is not one we can survive with that type of mentality."
Firn'gaer continues to enjoy drinks and his pipe by the fire for a while. When the old cleric awakens from his nap, Firn'gaer will escort him to the triton.
Firn'gaer Tuesday January 1st, 2008 6:11:32 AM HAPPY NEW YEARS to everyone.
Quinn Tuesday January 1st, 2008 8:57:10 AM
Quinn is awed by the size of Plateau City and is happy to have Vinder as his guide. "Brother you have been a valuable guide from Gargul may he bless all of your travels."
Quinn just spends a few minutes with his mouth open staring at the temple of gargul before the priest approaches him. "Yes brother, I am hear to pay my respects and visit you magnificent temple. I have something of value for the high priests if you would be so kind to lead me to them, after a tour first."
Quinn's heart beats faster as he looks arounds at the marvels.
Durgan Tuesday January 1st, 2008 8:58:12 AM
"Good people indeed brother. Cleric, I accept yer blessing then fer what it is. And if these durned tattoos help us bash in a few orc skulls then mebbe they ain't so bad after all."
Peerimus Tuesday January 1st, 2008 9:53:40 AM
Good sir," Peerimus begins, "You seemed stepped in the lore of the Crones and this area we are beginning to think of as home. Some of us have met the Crones, spoken with them at length for what the conversation was, but there are many pieces of the mystery about Heranmar that elude me. One is that of the prophesy and if I wish to read it thus, I can put myself and my friends deep into the roles of bringing it about. The Great Migration and the end of the curse that puts such hardship upon the good people here."
Peerimus pauses and looks to the others, specifically those that do not particularly want to tackle a lich anytime in the near future. Perhpas this would be that alternative for lifting the curse the people of Hernamar feel they are under would be a worthy task to any of them.
"Can you tell us about the Migration and the prophesy. I have seen a future here without the rains, I know it is a possibility. I wish to make that a reality. I would tap the powers of Choice that laid dormant and now seem to be stirring again within the tattoos to affect this change."
Heranmar [DM SteveK] Tuesday January 1st, 2008 3:20:36 PM
The old man gathers his gray robe about him more closely as his eyes twinkle. "Control change? Use chaos? Oh no, Children, you can never control the tattoos and the power within each of you. Perhaps this is why you still know so little about them?" He shifts his position slightly and transfixes each Child with an unblinking gaze.
"Chaos is not evil, Children of the Powers, or else yourselves would not have been chosen, and Law is not good. What is 'right' and 'wrong' have nothing to do with 'change' and 'constant'. What you are are the instruments of change. Whether that change be balanced to good or evil is wholly in your hands. You may recall another band of chaotic adventurers that laid waste this town. Had they won your encounter, it would have been they who had journeyed to the Advasary, and chaos would have been colored in thier moral cloak."
He stabs a wrinkled finger onto the table, tracing in some spilled mead the Broken Spiral. "You are identified to all the Powers: The Crones, Ebyron and Maab, Celisiun, Culverwood and many others: by the marks on your skin. You are the instruments of change. Creation as well as Destruction, beginnings and endings. You are one side of the scale." And he glances up as in unsaid warning.
"To unlock the power of chaos within you. Well, I may not tell you that. You will never 'control' or 'use' this power of change..."
"Ahh, never the mind", he mumbles to himself while moving into a more comfortable position. "The soul is strong, the husk weak", he mumbles to himself, "but I do what I can. As must we all, I think."
The cleric totters up. "I must rest for the morrow. Yet I have often found that sucess is not in strength or intelligence, but in the will. It is amazing what changes can happen when one TRIES."
And with that, he leaves the others to be rested for the morning.
Plateau City [DM SteveK] Tuesday January 1st, 2008 3:34:27 PM
Quinn Highlight to display spoiler: { The young robed man is more than happy to show Quinn about the magnificent Temple of Gargul in Plateau City. At the end of the two hour tour, he brings Quinn to a well furnished sitting room. "One of the High Priests will be here in but a moment", he tells the visiting cleric, "please have some refreshments."
Laid on the table is hot tea and cold water, breads and cheeses, sliced fruits and cunningly arranged cold vegetables around a creamy sauce. It is less than 10 minutes before an elf in gray robes arrives. He is old, even for an elf, with many lines upon his face, and there are tattoos on his chest and arms; mostly the unblinking Grey Eye and other High Woldian symbols. The pungent smell of funeral perfumes is about him and a small whispy fog flows around his robe-hem.
"I am Lilliandrian, one of the High Priests of Gargul. The Grey God's insight tells me that you have something you wish to exchange for mutual benefit." The old elf awaits Quinn's answer.}
Savin Tuesday January 1st, 2008 11:15:42 PM
Savin is a little disappointed that the old cleric doesn't have specific information about the activation of the tattoos but isn't really surprised. He shrugs his shoulders and thanks the kindly old man and gets up and says, "I am for bed. I have a long day tomorrow going shopping for furniture and equipment for my new school. I hope my instructor shows up soon."
Savin will head back to his new home and get some sleep. He feels that tomorrow might be a big day with visiting Gargul.
Quinn Tuesday January 1st, 2008 11:19:13 PM
Quinn enjoys his tour of the temple and is amazed that there are some many worshipers of Gargul. Quinn asks many questions about the templs constrution and the rituals and followers.
Quinn thanks his tour guide as he is dropped off to the holding room. Quinn does partake in the foods from the Northern continent as he wants to compare to those of his continent.
Once the hig priest appears, Quinn will go to one knee and bow his head. "Oh wizened one, I seek your assistance. I have a powerful item of Gargul that will assist many of your flock. I feel you could put it to better use in the service of Gargul and I wish to exchange it."
Quinn will detail the power of the scrolls to the high priest before continuing. Quinn will offer the scroll for examination "Please take the scrolls wizened one."
Quinn will pause and then add "I can duplicate the majority of the powers of the scrolls so I seek to have you find a better purpose for Gargul's blessing. I seek a bead of Karma and a pearl of power (4th) in exchange for the scrolls of offer. These items assist me in starting a temple. I have more modest asparations than this grand temple, but I wish to build a structure of worship for my 10 followers and those others that I can attract to Gargul's side. I have much work to do in order to bring the knowlege of Gargul to the Souther continent."
Quinn will bow his head and wait.
Kazak Tuesday January 1st, 2008 11:22:07 PM
Nodding at the old clerics cryptic message and waves good night ti him
"Sleep ?? ... only the young and old get plenty of that " chuckles the dwarf
"Lifting the curse ?? .... i'm all for stopping this endless rain ... ah to see a sunny day again " smiles Kazak " i'll take a sunny day over a lich anyday " as he nods at Peerimus approvingly
CDM Jerry Voting Begins Now!! Wednesday January 2nd, 2008 3:42:37 AM
2008 WOLDIAN PRIMARY BEGINS NOW!
Here is the ballot: Please complete, copy, and post your vote in Lynn's Café Message Board on the site.
Please avoid any "additions" to the vote if possible. Yes, we know you're an individual.
You need to vote by Monday January 7th or you may be assigned to a game.
I'll post my vote after this one as an example.
If you have a question about voting, not a comment or discussion, post your question.
Take all comments and discussion about the votes to the Loot 'N Booty board please.
Jerry
-----------------
OFFICIAL BALLOT
Character Name(s):
Current Character Game(s):
-----
Place an X BEFORE your single choice of vote:
--I wish to play in a Challenge Game.
--I wish to play in a Career Game.
------
If you voted for a Career Game, please place an X BEFORE your single choice of vote:
--I wish to continue playing in my CURRENT game.
--I wish to play in a brand new Career game.
--I wish to play in a different Career game. (I want to join __________. Fill in the name of the game you wish to join.)
-----
If you voted for a Challenge Game, please place an X BEFORE your single choice of vote.
--I wish to play in The Great Dwarven Adamantite Rush Challenge Game. [DM to be decided. May be Jerry(me)]
--I wish to play in The Uncharted Lands Challenge Game to be DMed by Bob and Carla. --I wish to play in the HELL ON WOLD (Earth)!!!! Challenge Game to be DMed by Jim Frick. (note that there may be other Challenge Games offered, but as these were the first to have an approved advertisement, I'm offering these to be filled first.)
Jurgen Wednesday January 2nd, 2008 4:17:35 AM
"Well, friends, I am going to away myself to bed as well. It's been a long day, following this tattoo to you. I will sleep and join you in the morning." He says his goodnights and travels to his room.
The words of the cleric flow through Jurgen's mind: power, instruments, control, husk. Like children who learn early on that they have innate magic, Jurgen plans to tempt the fates. He remembers in most of the stories about those young ones spent hours trying to grasp at the magic which they had absolutely no control over. The moral of the story usually came when the child missed supper or a party or some such nonsense. It wasn't until he started developing his own powers that Jurgen heard another version of the tale. The child didn't miss anything. Instead, they touched that innate magic and, completely uncontrolled, it exploded. Wiped out an entire village square. Businesses, inns, and child included.
That story came to Jurgen's mind as he sat in his room, looking at the tattoo. Concentrating. Focusing. Then trying to only think of the tattoo peripherally. He'll let his mind shift to the other Children of Chaos, first those he knows, then those he doesn't (ending with Quinn in Plateau City). He'll spend an hour trying to active the magic of the tattoo, continuing further if he feels and definite successes (or going to bed if it simply wear him out).
When he finally lays himself into bed, he sends a pleasant thought off to Shay via their link and then lets himself drift away into sleep. It felt good to be among the Children again, be that the magic of the tattoos or simply the enjoyment of friends, Jurgen was pleased.
Peerimus Wednesday January 2nd, 2008 10:48:51 AM
The druid essentially scowls at the old man. Same story, different narrator and again delivered as a knowing parent to a witless child. It was the refrain he received from the Crones and from the avatar. A whole bunch of just do it yourself quickly followed by you have no ability to control or tap the power. "Nonsencical circular reasoning." he mutters as he stands. "I will meet you south of town just after first light." Looking at teh cleric he adds, "Perhaps you would be kind enough to fully write out the prphesy that will bring an end to the rains here and stir the Great Migration into Motion? I would like to fully study the written word, rather than ponder what I have heard from the good, but simple people of this seaside Town."
Peerimus returns to the grove and shifts to a bear to sleep by Yorrick in the warm soft den.
Plateau City [DM SteveK] Wednesday January 2nd, 2008 2:11:02 PM
Quinn and Lilliandrian speak for an hour about the scrolls, and the old elf inspects them closely, often consulting a couple of books in the study. The audience looks like it goes very well in Quinn's favor, but the high priest doesn't seem to want to be too much in a rush.
"Stay the night with us and see me again at noon. We shall have lunch and I shall give you an handsome offer for the scholarly and magical works you have recovered for our bretheren."
Quinn is given option to sleep in quarters in the Temple, and of course keeps possession of the scrolls. The night is the cleric's to do what he will.
Last Night in Heranmar [DM SteveK] d100=7 d100=15 d100=99 Wednesday January 2nd, 2008 2:11:37 PM
Most of the Children of Chaos get a good nights sleep, but a few have a couple more things to do.
Jurgen seeks to use what little he knows about the tattoos and tries to see if he can activate the unpredictable powers. He doesn't seem to get anywhere when thinking of the new friends close by, and there is a similar lack of anything when he thinks of old friends long gone. (Although, there is a disturbing image of an elf that Jurgen for some reason knows as Sly Foxx and the image of a girl standing beside him that has to be his sister...) At the end of his energy, when Jurgen turns his thoughts to Quinn, the Broken Spiral flashes like a lightnig bolt. In an instant, Jurgen knows everything that has been happening to the cleric of Gargul. (effect: Jurgen knows all that is in Quinn's spoilers until Quinn returns to the group.)
Peerimus goes away disappointed, but not without a further rejoiner from the Five Crones cleric. "Conrolling Chaos and tapping the power are two very different actions, Child of the wood." He smiles wearily. "Come see me at the stones of the Five Crones tomorrow sunset and I will have the curse and prophesy for you." And then indeed, the old man takes to his bed.
Morning in Heranmar [DM SteveK] Wednesday January 2nd, 2008 2:12:03 PM
The next day dawns under glowering skies threatening rain. Supported by Firn'gear, the old cleric of the Crones moves to the harbor and is surrounded by Trace, Durgan, Kazak, Firn'gear, Randall, Savin, Jurgen, and Peerimus. It is the druid that brings the body of Tiera the Triton, and the evoker that brandishes the raise dead scroll.
The cleric of the Five Crones touches the forehead of Tiera and then asks each of the Children to hold hands in a circle with the cleric and Tiera in the center. "Concentrate on the triton and what you wish to do", he asks the heroes. "Do not seek to master the Chaos like you would train a dog, but let it flow through you like the wind through an open window."
The cleric kneels down in an attitude of prayer and closes his eyes. A minute passes, and then another, and then the world falls away into blackness. The old cleric doesn't seem to move, but his thoughts are in each hero's mind: "I have opened the gate, you must purchase the life. It is you who have the will and need to speak with the Power of Life and Death."
And in the dark, there is a feeling of anticipation...
Trace Wednesday January 2nd, 2008 2:42:15 PM
The talk of rain reminds me of the old days when I first started out in this land. I will tell you of a bit o history on how these spirals came about on your hand that some of you might not know. I apologise in advance for my inexpirence at the time. Trace tells the other of how him and Sir Thomas and Ilsdur and others made their way from Hernamar to an old church follwoing cloaked men that turned out to be bird ment and after the fight they found a dieing priest and this is what followed.
The Voice "My sorrows, my children for what must be. Choices are rare, strength as well. You are vexed to be curse and cure. You are what must come and what can be. You are my newborn children and the fathers of a new age. You are the forseen! Beware the Bell. Beware the Shadow. Beware the Void, Bear, and Saber. Befriend the Forest. Observe the free men Move the clan south. Do not trust the K.......
Gniffle another coc was looking about the room is constantly drawn back to the handle, it dosen't look like it leads somewhare it looks as though it is conected to something buriedd in the wall. As Sir Thomas finishes his prayer a moment of calm comes upon his soul and it is almost as he hears words " ...n't let it rin.."
Trace reaches out and grabs the handle, those watching him notice noting for a moment then they notice nothing more. Trace is not moving. The rain, has stoped. The air, is still. Not a sound permeates the basement. Things seem to be moving in slow motion. The earth near the handle begins to disapear, falling into the pit, the thing is diging itself out. The dirt continues to remove it self from the ... bell, it's a bell and it is sliping out from the wall, Traces limp arm allows the bell to begin to swing downward in a arc. (partys init., one action each)
Trace begins to babble and cry, he seems to be tring to move, perhaps even imagining he is moving, he is not. The only motion his body makes is his arm, holding the handle of the bell tight in its grasp, allows the bell to swing down in an arc. Pip panics and throws darts into the earth, Cirg's spell comes off with out a hitch and the unseen servent grabs the bell and begins to try and shake it out of Trace's grasp, effectively removing the dirt from the inside. The clapper on the inside hangs free. Sir Thomas is distracted by the yell from Alec and slips while leaping to grab the bell knocking the bell and unseen servent apart. Guardian Solomar then slips and knocks the bell out the other way. The events would almost be comic except for the dread that now settles over the party as they watch the bell, connected to Traces arm, swing outward and then back in. With a subtle click the claper of the bell makes contact with the out side and a soft chime is heard. The chime grows as the sound spreads outward from this spot. Your souls can feel as the sound races across the face of the Wold spreading ever outward from this point. You feel the very mountians and lakes tremble, the deserts cry, and the seas go silent. If there were a name for that sound it would be "end". You feel your very being streched to it's limit as you are scattered over hundreds of thousands of miles, ables to feele adn see the Wold in fear. You see your homes, people you love are struck quiet, they weap for a moment in undefinded grief and pain, you are forced to share that pain, but can not touch those you love. Then with out warning you are suddenly snaped back over the thousands of miles to here. Back to bodys, back to the church, back to coherence. Your mind clears and you are once again able to react to your suroundings. You notice that the bell is gone, and that the sun is shining. Beams of light break in from out side penatrating the gloom of this basement. You are reminded that you haven't seen the sun like this, bright and strong, for days. Looking around at your friends you notice that they look well and strong, as if nothing untword happened this day, execpt for the back of each of your hands is now marked with a small black scar, shaped much like a pinwheel spiraling in on it's self.
Trace takes a long drink and streatches, well that was what it took to make the rain stop, I think this current rain is just seasonal but it reminds everyone of the rain that was. In fact, the town was quite upset at first about the rains stopping. If it wasnt for the Crones, we might have had to fight the whole town. Anyway, alot more happened in the early days but that is the highlights.
I am also tired of the undead, lets help in a diffrent way on our way to the litch.
Trace orders another drink.
COC [SteveK] Wednesday January 2nd, 2008 2:50:06 PM
ooc: all, just waiting for guest DM to make an appearance. Please stand by...
Savin Wednesday January 2nd, 2008 3:36:17 PM
Savin whispers to Peerimus, "Don't we need to be in water? If Tieria comes back to life, can she even survive here?"
Peerimus OOC Wednesday January 2nd, 2008 3:50:50 PM
we are in water, or at least right at teh shore. Just south of Heranmar. Or that is where Peerimus has mentioned meeting and is where I would be with the triton. :)
Durgan Wednesday January 2nd, 2008 4:11:02 PM
OOC- For those who don't know, I have accepted to be co-DM with Steve. Pleas for please be gentle will be heard and maybe even honored. :)
Durgan gathers his thoughts as the darkness settles in. He had never been very comfortable with the tattoo. He had frequently considered it a curse. He had left his family and homeland behind because of it. But now was not that time. Now was the time to accept what might be.
"I never cared fer this durned tattoo. Kept me from a respectable dwarf life. But if it can bring back the triton girl Tieria, then I will accept it into me heart. The girl's death was caused by our reckless mistake, our carelessness, our belief that a hero couldn't be touched by death. As a follower of Moradin, I believe in correcting mistakes. With a dwarf's long life, regret can eat our very soul away. And so we learn not ta have regrets. If we did not give the girl a chance to return to the Wold of the living, I would have a regret that I'd not care ta live with. So I beseech ye Power of life and Death ta bring the girl, Tieria back to us."
Quinn Wednesday January 2nd, 2008 7:03:43 PM
All Quinn can say is "Thank you oh Wizened one." as the two part for the night.
Quinn feels like he is part of a dream. There are so many here that follow Gargul and he has been searching for this connection all his life. He will have to take time to bring his flock here for a pilgramage.
Quinn will go an explore the temple on his own and talk to the other priests and followers about Gargul, the temple and the great City of the Plateau.
Quinn can hardly sleep that night and it takes deep meditation to calm his fast beating heart. So much has happened that he feels enlightened.
And for the bonus, he and his new found friends may have the honor of slaying a lich for Gargul. It is all just too much.
Quinn wakes before dawn as he is still restless. Quinn takes his time and proceeds with his morning rituals. Quinn watches for the rituals of the temple or anything that he can partake before his noon meeting.
Quinn will see if he can administer to the faithful or give counsil to any that ask as he will spend some of his moring outside the temple on its front steps as he greets the citizens of Plateau city.
Jurgen Wednesday January 2nd, 2008 8:26:32 PM
The image of Sly Foxx brings Jurgen a great amount of joy. Sly had returned to his sister. That had to be a good sign. When he absorbs the knowledge of Quinn's Plateau City doings, he is somewhat shocked. It was like some advanced form of scrying, but it was something else entirely.
When he wakes the next morning, he intends to inform the group and then decides to wait. There were more pressing matters this morning. To which Jurgen focuses his attention. Joined with the other Children, he finds himself in a place of darkness. He finds himself wondering exactly what the Power of Life and Death looks like. And whether their Chaos status makes this easier for them.
"We are to make the purchase, but what is the cost?" He speaks, to himself more than the old man. "There is a mistake we seek to undo. My friends and I," the addition of the I feels natural to Jurgen, even though he certainly had nothing to do with Tieria, "have come for that purpose."
Kazak Wednesday January 2nd, 2008 11:07:59 PM
Waking up slightly before dawn the dwarf gets dresse and meets the others and joins them in a quiet walk to the harbor for the raising of Tiera
Hearing Durgans words about his feelings for their tattoo's he grimaces slightly "cursed we not .... we all have our paths to walk in life ... ours was just following the tattoo's trail " whispers the dwarf quietly " i've come to enjoy this path we walk ... helping people .... and seeing the wold and what it holds "
Joining hands Kazak lowers his head in respect .... [i]"Never thought much of da gods ... just figured they did their business an we did ours " muses the dwarf before the darkness envelops them
"Purchase ?? ... yeah there's always a price " growls Kazak " we're just trying to right a wrong "
With that last thought the dwarf just concentrates on his Tattoo .... trying to let it channel its energy thru him.
OOC: congrats on co-dm ship ;-)
Firn'gaer Thursday January 3rd, 2008 6:59:03 AM
Since he doesn't sleep much because of ring of sustenance, Firn'gaer spends the much of the night in meditation thinking about what the old cleric said.
The next morning he heads to the beach the next morning where the raising will take place.
Randall Thursday January 3rd, 2008 12:31:27 PM
Randall and Fluff joins the others. He'll join hands with the others. Really, this isn't all that important to him, but since it matters to his new comrades... He focuses on the Chaos force from his birth mark.
Meanwhile, Fluffykins takes flight and continuously circles the perimeter.
In the Dark [DM SteveK] Thursday January 3rd, 2008 4:13:07 PM
The moment is suspended and imprinted on everyone's memory for a long, long time. At the shallows of Heranmar harbor, the ancient grey robed cleric kneels in prayer over the still form of Tiera the Triton. Surrounding the central theme and holding hands are eight of the members of the Children of Chaos; Peerimus and Jurgen, Randall and Firn'gear, Savin and Trace, Kazak and Durgan.
And then a dark decends blocking out all sight, all sound, all hearing, all taste, all feeling. There is no sensation of anything in the timeless void that the circle floats.
And then there is a voice.
One female voice, but changing and overlapping itself. Young, old, strong, soft, angry, joyful, myterious? The voice is all of them at once. "Come, Children of Chaos, Instruments of the Powers." Five female figures in gray robes appear in the darkness and beckon. "You will not win the triton's life by standing alone. Walk this way. Our cleric has opened the path, but death is beyond Our domain. You must speak your case to Another." Five arms reach out and five fingers point further into the darkness.
Peerimus d20+21=39 Thursday January 3rd, 2008 4:49:44 PM
Peerimus squints into the darkness. The five were surely the Crones themselves. Beyond them? Perhaps. He was sure he had heard of witches of the south, follwoing the vaious powers that ruled these wild lands having brought the dead back to life. He could do it himself for those non outsiders, which unfortunately Tieria was. Ebyron, Celsiun, Maab, perhaps they were more powerful than the Crones. Perhaps other ancient deeds and writs bound thier hands. This and so much more moves through the mind of the druid as he takes the lead of his companions and heads further into the dark of death's shadow.
Nothing before him felt like the Cradle, the land of any fey, but of something else. Quinn was always going on about his god and such nonsence and he had heard and read as much before ever meeting Quinn. The druid would have answers soon.
Durgan Thursday January 3rd, 2008 7:20:38 PM
ooc- duh. I thought I was speaking to Another already.
Durgan follows in the pointed direction. "Well, are ye all coming or not?"
Posting Report For: Thursday January 3rd, 2008 7:49:17 PM
Game #4 Children of Chaos For the week of December 24, 2007
Notes: Holiday week Al Chang sub for Vinder welcome aboard Jurgen!
Submitted by co-DM BrianZ
an excerpt from the journal of Dweezil the imp:
The imp stumbled about the rafters of the Inn. The alcohol was making him delirious. He smiled. "Bene Tellemara. It's like uncontrolled chaos. No wonder these mortals enjoy the drink so. Does it make them feel invincible?" He wondered. Suddenly he felt a tugging within his mind. "Master?" Dweezil shivered. Of all the times for his master to contact him. Why now? He tried to cover up his drunkeness as he answered the mental call...
Jurgen Thursday January 3rd, 2008 9:23:26 PM
In the darkness, Jurgen attempts to reach out for his familiar, Shay. Not because he needs anything, but because he wants to test the connection. The Crones... He had a thousand questions. He was curious. He was eager. He was wanting. And yet, there was no time for that. They had to continue on and speak to Another. Five fingers point the way and Jurgen follows close behind Peerimus.
"I suggest we keep close. Whether they mean literally standing alone or not, to get lost among this darkness would be... dangerous." As dangerous as it would be, Jurgen still considers the idea. To wander around in such a powerful area... Tempting. And if Jurgen ever found his way back to this place without a mission, the thought would cross his mind. But for now... he walks with the group, awaiting whatever answers were in the dark.
Savin Thursday January 3rd, 2008 11:14:57 PM
Savin will move towards the front, his usual spot wanting to protect his friends but knowing that this encounter would be beyond his skills. They were going to met Gargul and Quinn wasn't there. What did that mean? Savin clears his mind focusing on the journey. Ready for anything.
Kazak Thursday January 3rd, 2008 11:32:30 PM
Heh brother you always gotta be first don'tcha " chuckles Kazak as he falls instep behind Durgan
"Right behind ya brother ... we're usually on the other end of this visit eh Durgan "
Keeping pace with the others the dwarfs mind wanders "wonder what i'm gonna learn from this ... we'll time enough for reflection after i suppose "
The warrior finally itches his tattoo absently
Firn'gaer Friday January 4th, 2008 5:28:28 AM
Firn'gaer steps forward with the others. Surely Gargul would return the triton killed by the hand of one of his clerics.
Quinn Friday January 4th, 2008 10:15:25 AM
Quinn waits for his meeting with the High Priest of Gargul.
Randall Friday January 4th, 2008 11:51:24 AM
" Interesting... "
:: Randall follows the others. ::
Gargul [DM Jerry] Friday January 4th, 2008 12:06:11 PM
After time uncountable, the darkness lightens, brightens.
An amphitheatre, looking out upon green meadows and peaceful streams. Under the amphitheatre, a silver throne. Upon the throne, a being. Regal and weather-worn--dressed in black leather.
A priest standing with a small child is before him. The child hugs him and then holding hands with the priest, fades out.
Then the being looks in your direction.
"COME."
He rises.
Tall guy, or is that just the feeling of things: that he is tall, but really just confident and powerful?
"Greetings Ladies. It is always a good thing to see you. It seems that the Gateway Downs is enjoying a period of stability, compared to the past, is it not?
"You bring adventurers seeking to resurrect a valued friend. Tell me adventurers, in words, for words carry power: Why do you want your friend returned to the Living Wold?"
He is very sincere, and one gets the feeling that he is a fair being, but not one to put up with arrogance, or stubbornness.
Sensing your discomfort, he sits upon his throne again and motions for you to approach and be comfortable.
-----------
[Sorry for the delay folks. I've been busy as you know. No worries though. I was properly throttled by George on the DMboard for being late. ::grinning at George::]
Peerimus Friday January 4th, 2008 12:34:09 PM
Peerimus takes in the man. Man indeed, at the very least he is an Immortal, likely a power if not what the northerners call a god The thoughts are waved away, the question simple as is the answer. Peerimus steps forward from the rest. "Greetings sir. I am Peerimus, Druid of Heranmar and these my companions and fellow champions of good. We are here to ask Tieria the Triton if she wishes to return to the Living Wold. Our mistake caused her death and we seek to recitify that."
Five Crones [DM SteveK] Friday January 4th, 2008 12:52:27 PM
The five timeless gray robed women incline thier heads in unison at the regal being on the throne. The women walk to a position off to one side and halfway between the Children of Chaos and the regal figure. They look like they are here as observers only.
The changing voice(s) melodiously touch everyone easily in the ampitheater. Our Greetings to you, Lord of Life and Death. Yes, the Gateway Downs is doing well, but there are tremors in the air looking for change.
Then they turn thier heads, waiting to listen to the heroes who have come.
Jurgen Friday January 4th, 2008 1:16:00 PM Is this where we go at end of the Wold? Jurgen asks himself. He had arrogance and stubbornness abound, but he was no fool. His friends wished for Tiera back and so Jurgen wished it too. He would not risk that opportunity, nor his own life, with silliness of idiocy. Still, he wonders at the cost. The cost of life was eventual death. What, then, was the cost of holding back that death?
Tempted to speak, but knowing that he has nothing meaningful to add on the subject of Tiera, Jurgen stays quiet.
Quinn Friday January 4th, 2008 3:02:05 PM
Quinn is still waiting to meet with the High priest of Gargul at the main temple in Plateau City.
Savin Friday January 4th, 2008 3:38:04 PM
Savin bows low to the immortal being and wonders if he can read his mind. He thinks, "Greetings your lordship. We come asking favors, but aren't sure of your answers since your cleric wouldn't contact you."
If Gargul doesn't respond, then Savin will let Peerimus be the spokesperson for the Children of Chaos.
Plateau City [DM SteveK] Friday January 4th, 2008 4:45:36 PM
Quinn Highlight to display spoiler: { meets many clerics and other advocates of Gargul. He participates in the evening rites and enjoys the food and company of the Temple. He speaks with Grims and Undead Hunters; with those who call the Gray Lord "Gargulus" as well as "Gargul"; and with various members of the staff of the Temple.
Oh, yes, a wonderful time was had.
At the appointed hour, Lilliandrian meets Quinn in his study. After lunch, the elderly elf fixes Quinn with a commanding gaze. "You say that you seek to build a temple for Gargul in the Southern Continent. Yet the items you seek for compensation for these scrolls is only for your personal use."
Lilliandrian leaves the question unsaid, looking carefully at how Quinn responds, both in words and in more subliminal messages.}
ooc from 1 Jan post for reference: Highlight to display spoiler: {" I seek a bead of Karma and a pearl of power (4th) in exchange for the scrolls of offer. These items assist me in starting a temple. I have more modest asparations than this grand temple, but I wish to build a structure of worship for my 10 followers and those others that I can attract to Gargul's side.}
Kazak Friday January 4th, 2008 11:25:07 PM "Ladies ?" mumbles Kazak quietly as he cocks his head slightly at the being
"If Ya call raining every day stability then i would agree " growls the dwarf under his breath
But Kazak tempers his attitude as it dawns on him who they are facing and contritly adds" uh yes it is as my friend " as he points to Peerimus " says we are here to hopefully bring Tiera back "
" We tried to help return to them their homeland under the seas .... we were hoping that would help bring some stabilty and diplomacy to that region ... but alas with Tiera's death it has caused continued distrust and most likely instability because of such lack of trust and diplomacy " adds the warrior with respect in his voice
Durgan Friday January 4th, 2008 11:38:12 PM
Durgan begins a motion to elbow his brother but stops when Kazak manages to show some respect to Gargul.
"I have a quick speech I practiced earlier. I suppose ye are the one to tell it to?"
The girl's death was caused by our reckless mistake, our carelessness, our belief that a hero couldn't be touched by death. As a follower of Moradin, I believe in correcting mistakes. With a dwarf's long life, regret can eat our very soul away. And so we learn not ta have regrets. If we did not give the girl a chance to return to the Wold of the living, I would have a regret that I'd not care ta live with. So I beseech ye Power of life and Death ta bring the girl, Tieria back to us."
Quinn Sunday January 6th, 2008 4:28:18 PM
Quinn bows down before the high priest of Gargul. "You are correct Wizened One. The situation is very different for the followers of Gargul on the Southern Continuent. I am the main protector as far as I have found out. I am engaged in a life and death struggle with the husk of my vampire father. I have brought the husk of my mother to be judged by Gargul, but my father still is at large. Like my mother my father was a powerful priest of Gargul before he was turned and he know that I will seek him out. I must be strong to protect those that follow Gargul and to defeat my father. My father has attempted to eliminate all followers of Gargul in the relm."
Quinn takes a moment and then continues "I will take whatever you think will assist me to eliminate the vampire priest threat. I am also following up a lead on a lich in the area as my father is notorious for surrounding himself with powerful undead. Oh Wizened One, if you have other options than the bead and pearl please enlighten me. I am your servant and look to you for wisdom."
Quinn stays kneeling.
Firn'gaer Sunday January 6th, 2008 7:33:35 PM
Firn'gaer stands before Gargul. In his mind he hears the question, and Firn'gaer finds himself unable to think of words to say to the question. He finds himself going through his mind putting words together, but nothing seems to sound right.
Finally he speaks. "Lord Gargul, we seek to return this child to this Wold because her death was a product of our arrogance. She was killed as a result of reckless use of magic by one of us - one of your clerics. Because of this, I am doing what must be done to rectify that wrong, which this follower will not."
Kneeling on one knee Firn'gaer continues. "Lord Gargul, allow Tieria to return to the Wold; allow her to return to her people; and allow me to right the wrong committed."
Trace Sunday January 6th, 2008 11:17:08 PM
Trace moves in behind the others holding his bow but making no move to aim. Not ever having been part of a raising before Trace feels it is best to let the other speak first and waits for a direct request to himself to answer.
Trace mentaly kicks himself for not going to the catacombs before this but didnt realy think that he needed to prepare for this.
Looking about he makes a mental not of battle orders if needed.
Plateau City [DM SteveK] Monday January 7th, 2008 4:30:55 PM
Quinn Highlight to display spoiler: { Lilliandrian studies Quinn for a score of heartbeats as the young but powerful cleric kneels in supplication at the elder cleric's feet. Time stretches and Quinn can feel each throb of his heart, the only sound in the small study.
When the elf speaks, it is like the dawn breaking after impenetrable darkness. "You must prepare yourself and your flock for the eventual confrontation with the being that used to be Quentin DeMarco. It hates everything you are and everything that you hold dear. I believe that you will not have to seek him out, rather, that he will out seek you and those under your care."
"If you agree, I propose an exchange of the scrolls for these."
Lilliandrian's hand moves forward, a fog drifting out of his sleeve as he places on the table a strand of ivory white beads on a silken string. "These Prayer Beads will assist you in being ready for meeting your father." (ooc: Strand of Prayer Beads has a bead of healing, a bead of karma, and a bead of smiting, each usable 1/day).
The hand is withdrawn and then comes back to the table, this time with an envelope sealed in black wax pressed with the unblinking eye. "To assist your small community, this letter is to a factor in Hook City. If you agree, I will make arrangements that the factor will supply you with 20 vampire kits, 10 laborers, and up to 10,000 gold in construction materials and supplies. The laborers will be layity followers of Gargul and will remain to grow your community. The factor of this letter will assist in coordinating transportation and guards for your materials and laborers at no cost to you."
The elderly elven cleric of Gargul again awaits Quinn's acceptance or rejection of the proposal. }
ooc: a factor is a middle man who organizes things.
Quinn Monday January 7th, 2008 6:48:29 PM
Quinn is taken about by the knowledge the high priest has of his history and his generosity "Oh Wizened One, you see much and I will heed your words and advice. Your generosity knows no bounds. We will work to prepare ourselves and the coming onslaught that you foresee."
Quinn will look up at the old elf "I do want to take anymore of you time Wizened One. You have shown me that I have much to attend too."
If the High Priest dismisses, Quinn will take the offered items and carefull store them before leaving the temple.
Outside the temple, Quinn will take one last look at the house of Gargul and them Teleport back to Hook City as he has a factor to meet.
Posting Report For: Monday January 7th, 2008 8:36:52 PM
Game #4 Children of Chaos For the week of December 31, 2007
Dweezil was annoyed. The Children of Chaos were doing something interesting like speaking to a diety, but Dweezil's master had sent him off on errands. He was missing out. It probably didn't help his master's wrath that he was drunk when answering the summons. Oh well. "Bene Tellemara", the imp muttered. I wonder how the 'heroes' are faring in their attempt to raise a creature from the dead?...
Gargul [DM Jerry] Monday January 7th, 2008 9:16:04 PM
"Quinn, Durgen, Firn'gaer, Kazak, Savin, Jurgen, Trace, and Peerimus, I greet you.
"There is no problem with returning your friend to you. I grant it easily. Such concern and honor is rare indeed.
"For future reference, I am Gargul, God of Life and Death. I am responsible for seeing that souls travel safely both to their births and from their deaths.
"It is traditional that in the Southern Continent, that I am approached through an intermediary POWER, such as the Crones of Heranmarr, whom I respect.
"As for this place, it IS truly one place where your soul can rest when you die. It is named The Lands of Rest, but many call it by various other names. Some of you have been here before and some of you will return to this place again.
"Is there anything else I can do for you, heroes?"
He motions for the dead one to approach the group. He then smiles at the reunion.
Kazak Monday January 7th, 2008 11:48:54 PM
Soaking in the magnitude of this return to the living of Tiera the dwarven warrior kneels down on one knee bowing his head down in respect to the God of the dead.
Rising up after a short moment Kazak makes his way over to the returned Triton "Welcome back " says the dwarf with sincerity
Knowing the Teria is amongst basically strangers ..... Kazak stands by her side protectively
Trace Tuesday January 8th, 2008 2:33:31 AM
Trace kneals at the sight of pure power and is awed a bit. It has been some time since he has seen something that he knew the COC had no chance in battle. It kindof put prespective on things. Not quite sure if this renewed thought was good to bad for the confidence but only time would tell.
Trace is glad the deed is done and is ready to put this fish back in the water and be done with this chapter.
More so to run quickly back to the catacombs and prepare for land again. He truly hates feeling unprepared for any situation.
Trace decides to say somthing to try and be kind, "Good luck Tiera, to you and your kind. I hope your return to home brings you peace."
JimF Tuesday January 8th, 2008 12:20:28 PM
Please note that Quinn is not in attendance to the raising of Tiera.
Peerimus Tuesday January 8th, 2008 12:28:01 PM
About a million questions rip through the druid's mind, but words failed him entirely. God of Life and Death? Caretaker, Guardian of souls? This place was to be his rest? The druid stills his mind. There were many things at work that he did not understand and many of those he did not need to. One question though does stand out and he feels he must ask it. After what seems to him as a very long time of standing quietly, Peerimus nods to Gargul and then turns to Tieria.
"I ask for forgiveness for the wrong done to you, though I do not expect it to be given this day. I will hold hope that perhaps one day it will be. If I may, I would like to accompany you to your people. I spoke to some and told them I would try and bring you home. They have the Conch already."
Firn'gaer Tuesday January 8th, 2008 1:00:04 PM
Firn'gaer does not speak to the triton when she revives, but the look on his face is enough to read what he is feeling. His cheeks are flush and a small beads of tears run down his cheeks. One tear running every few seconds down to his to his chin and then are gone - trapped among the well trimmed beard the wizard keeps.
Jurgen Tuesday January 8th, 2008 1:57:43 PM
Jurgen, hearing his friends react to Gargul, smiles. He is surprised to hear something missing from them. With one of his meeker voices, Jurgen directs himself to Gargul's form. "Thank you for your graciousness. We appreciate your understanding."
"Is there anything else I can do for you, heroes?"
Another smile touches Jurgen's lips, but this time he chooses not to speak. He was fairly certain that Gargul had no interest in Jurgen's musings about the Lands of Rest or whether the other Children of Chaos were there (especially Sly and his incredible magical cards, if Jurgen was being honest). He also worries, somewhat irrationally, that if he gives Gargul a reason to take note of him, he'll realize that Jurgen was undeserving of the returns to life that he had received.
In relation to Tiera, Jurgen remains quiet. He did not know her, although he was thankful for her return because the group was thankful. He quietly wonders at how the return to the Wold would occur and whether it would be as unnerving as being brought here.
Tiera the Triton [DM SteveK] d20+5=14 Tuesday January 8th, 2008 5:55:56 PM
The figure walks forward from the side of Gargul and its features conform to the likeness of Tiera, although her lower limbs remain clouded in shadow. How the triton is walking is not seen, but perhaps that is the smallest mystery of where the Children of Chaos find themselves.
Tiera takes casual note of the reactions of the others (Spot:14) and her voice and face are very composed as she speaks to the land-dwelling heroes. "I agree to return for my people, not for your sakes. I have no cause for loyalty or indebtedness to any of you." She pauses and looks back at the noble figure in the darkness. "Still, you could have done nothing, and acted instead. So perhaps there is room for hope and conversation between our peoples."
She very pointedly doesn't talk about what may happen after the group returns to the Wold.
Five Crones [DM SteveK] Tuesday January 8th, 2008 6:02:45 PM "Well and truly done, our Children." sound the musical voices of the five women in gray mantles. "Do not overstay your time in the Lands of Rest, but journey back with the prize you have sought. And our blessings upon you all."
The women turn as one and bow as a respectful equal to the being called Gargul.
Gargul [DM Jerry] Tuesday January 8th, 2008 7:09:59 PM
"SLY IS HERE. HE SENDS HIS WELL WISHES, BUT...
A low rumble of rare laughter escapes Gargul's lips.
"HE SAYS HE'S IN THE MIDDLE OF A VERY SPECIAL CARD GAME WITH TWO YOUNG LASSES. I'LL LEAVE THE REST OF THAT TO YOUR IMAGINATION.
"FAREWELL, HEROES. FAREWELL LADIES."
A small imp comes bounding in and Gargul is instantly in conservation with the small demon.
As the scene fades, you are left with the thought that perhaps you actually gave the God of Life and Death a bit of encouragement this day.
The thought persists.
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Thanks for the pleasure of playing Gargul in your game folks. Catch ya later.
Heranmar [DM SteveK] Tuesday January 8th, 2008 9:11:54 PM
The scene fades, and the Children of Chaos are instantly back standing in a circle and holding hands in the shallow water of the Heranmar harbor shore. In the center of the circle is a kneeling old man in gray robes and a blinking Tiera.
The cleric of the crones sags as if in exhaustion.
Tiera sits up and peers around as if imprinting each face clearly in her memory. "I was dead. What is a triton to a land dweller?" She shakes her head slowly. "I am going to need to think on this. I know you are more powerful than me and my entire tribe, and so I have no means other than your goodwill to have my wishes."
She stops and looks at the circle of heroes. "We made a bargain and I stand by it. The conch for all the other treasures in the Palace. They are yours." She pauses a third time. "For your other offers, I need time to think. If you are the noble... people you claim to be, please let me leave alone and think. There may come a time when I or my tribe will seek out a closer relation with you, yet the time is not now."
"I will not thank you for my life, but I thank you on behalf of my tribe."
Tiera waits to see if the Children will let her go.
Savin Tuesday January 8th, 2008 10:44:20 PM
Savin splashes over to Tieria and puts his hand on her shoulder and says, "I am sorry for your death. I hope you know it was accidental. You got caught in a spell that was meant for others. Of course we will respect your wishes and leave you in peace. We only wish for our two communities to live in peace. I doubt they will bump up against each other to often but know you have friends on the land whom you can call on if you need to."
Durgan Tuesday January 8th, 2008 10:58:55 PM
"I am glad we could help, even if only in such a small way."
Is that a tear running down the stout dwarf's cheek? Nah, surely just a reflection of the light...
Kazak Tuesday January 8th, 2008 11:29:51 PM
"We'll not stop ya ... ya free to go .... we all need time to think of the recent events " nods the dwarf in agreement with Tiera
" have a safe trip home ...and best of luck to you and all your people "
Stepping over next to his brother " heh i knew ya had a soft side " laughs Kazak
Trace Wednesday January 9th, 2008 1:05:16 AM
Trace satisfied with the deed waits for the Triton to leave.
(ooc:maybe pulling her back in forth in the water to get the oxygen flowing over her gills)
Once the Triton swims away, Trace will excuse himself from the others and make his way to the catacombs.
Quinn Wednesday January 9th, 2008 6:59:00 AM
Quinn continues to look for the factor that he high priest instructed him to contact. This is a big city,b ut not as big as the city on the Plateau.
Jurgen Wednesday January 9th, 2008 7:56:32 AM
As Gargul, the Crones and the Lands of Rest fade away, Jurgen can be heard heartily laughing. His thoughts remain with Sly Foxx and his very special card game. It sounds almost fun enough for Jurgen to hang around for a bit.
Tiera's attitude and response to the Children of Chaos leads Jurgen to all but ignore her. He didn't know the full circumstances, but he wondered how many would seek Gargul's council themselves to fix a mistake. She would not thank them for her life... But if his friends were fine with it, than he would accept it.
Fortunately, he is prevented from speaking his mind at all by the sight of the cleric. He goes over to the old man.
"Thank you, sir, for your assistance. Is there anything I can do? My spells do not particularly aid in this area, but I could offer a curative potion, if that would help?"
Randall Wednesday January 9th, 2008 8:08:02 AM
Shaken from the trip to the realm of the dead, Randall drops briefly to one knee. Picking himself back up, he calls for Fluffykins to return to him.
A worried pseudodragon returns to her Randy and tightly windes herself around his neck.
Fluffy { You have GOT to stop leaving me like that Randy dear.. }
Randall " Wells lads and lasses, not everyday we meet a God. "
To Tiera " Always a pleasure to help out a lady in distress... have a safe trip back to your people. "
Peerimus Wednesday January 9th, 2008 2:13:24 PM
Peerimus first answers Tieria, a warm smile on his face. "You are a being full of the potential to choose good Tieria. A gift from the Wold to all others whom cross your path." With a nod, Peerimus exits the water before adding, "I told your people I would see you returned to them, but I understand I need not physically be by your side for the last short part of this. You have my word we will not seek you out directly or indirectly. We will wait for you to deem the time proper. Only if a cataclysm that would affect your people is foreseeable will I break from this. Good journey Tieria."
On shore, "I am glad that you were there my friend Trace. It seems unfathomable that I neglected to say thank you, but I indeed did. So thank you Trace for saying it for us."
Calling out a bit "Jurgen, I can remove his fatigue, save your potion." Then to the rest, "Well my friends, now let us be to the business of some adventure.
Time in Heranmar [DM SteveK] Wednesday January 9th, 2008 6:33:07 PM
With the lifting feeling of speaking with gods and powers still coursing through thier viens, the Children of Chaos bit good luck and farewells to Tiera.
The triton stays a moment as if not believing the group is letting her go so easily, but soon the reality of her situation is in her eyes. Happily she flips through the waters and out to the ocean. Before disappearing, Tiera turns and waves, her voice soft with distance. "You are beings of your word, and I name you People. Thank you!" And diving, she is gone.
The elderly cleric waves off Jurgen's potion as well as Peerimus' spell. "It is not so much of an emergency that my just fatigue should be banished away. If any care to escort me to the Five Stones to the south of Heranmar, I would be grateful. I will also teach as much as I may while their."
For the rest of the Children, there is Heranmar, the walls, the training watchmen, Savin's school, a willing dwarf barmaid, Peerimus' grove... In short, there are lots of people who are welcoming to the Children and many activities that can make the group begin to have roots.
(ooc: Heroes have about a week of Wold time to pursue thier own interests. Describe what they wish to do, and we'll go from there :-)
Hook City [DM SteveK] Wednesday January 9th, 2008 6:43:02 PM
Quinn (and Jurgen still can read this!) Highlight to display spoiler: { Quinn in the morning transports himself from the Northern Continent's biggest city to the Southern Continent's biggest city in the blink of an eye. In his pouch are his two precious objects, the Prayer Beads and the Letter. He goes through the usual entrance rigamarole with the guards at the City's Gates (no teleportation is usable through the walls, you know) and soon is looking for Lilliandrian's factor. This takes most of the morning to find him in the warehouse district, and the rest of the day for the thin, sour-faced man to verify the letter is correct, determining what Quinn wants, and organizing the caravan to Threshold.
The factor's plan is the caravan to move out in five days time with 5 teamsters, the 10 laborers, and 6 guards. At a modest pace, the waggons should arrive at Threshold in a month's time. (ooc: Quinn can make 10,000gp worth of purchase on any common construction material and supplies, no need to role-play it out.)
Once that is done, Quinn knows his teleport ability is just enough to get to Heranmar from Hook City, or easily to see his followers at Threshold.
(ooc: Go ahead and set up about a week's worth of activities. :-)}
Kazak Wednesday January 9th, 2008 11:18:29 PM
Kazak waves back to Tiera as she swims away " well thats a good sign that she smiled and waved .... we might see her again sometime "
The dwarven warrior walks slowly back to the Inn thinking about the recent events " this is gonna be a good place to live if the right pieces to the puzzle come togetehr" ponders Kazak
"Well brother looks like we're gonna be staying awhile so your idea of a house sounds good ... we can either buy one or rent one till we build our own " mentions kazak to Durgan as they walk
During the course of the week Kazak will help train the watch with his brother ... also spending a little more time with Brina the barmaid. ;-)
Also Kazak decideds to try and start a business or help rebuild one using his talents and skills of stone masonary .... looking to help build the local economy he seeks out infomation on local construction of stone and quarrying and how his knowledge can help and add to Heranmar's infrastructure and possible to help export it to the neighboring towns .... not to mention an apprentice program for towns workforce.
Durgan Wednesday January 9th, 2008 11:25:34 PM
Durgan spends a great deal of time at the forge, hammering out his frustrations and generally just making minor items for the local store. He enjoys the work immensely.
He spends time with the fledgling garrison, currently teaching the finer points to working with a crossbow for best effect. He shows them how to overlap fields of fire, to team up and have the first shoot to distract, the second to hit and damage. He also has them practice reloading rapidly.
Durgan makes a few inquiries into purchasing a home- something dwarfy.
Durgan makes a trip to the catacombs.
And finally, he sends a message by courier to the family. (need price please) Durgan knows the reply will be long in coming, but dwarfs are patient and with long lifespans, they can afford to wait. The message reads:
My dearest brethren of the Stonewall clan. I hope this missive finds you all in good health and enjoying your work. My brother Kazak and I have been affected in a most peculiar fashion by the magic tattoos. It seems we have drifted forward in time some 100 years. Or so some magicky fellow explained to us.
We are alive and well, living now in the town of Heranmar. It is a good place, populated by good folk. However there are none too many dwarves about and I miss the sounds of forging and working that was once my home. I would invite some small number of you to join us here in Heranmar in hopes of establishing a minor dwarf community among these fine folk.
The tattoos are no longer a curse, but are an instrument of change. And one change I would like to see is the continued development and growing of this town of Heranmar that my brother and I have come to know as home.
Best regards, Durgan
Jurgen Thursday January 10th, 2008 2:30:25 PM
Jurgen spends his evenings visiting with his friends (both old and new), if they'll have him. And then before bed, each night, he spends his time attempting to manipulate the tattoo. His days, though, are spent working. He looks into the city, seeing if there is anything pressing that needs tending to, as well as seeing if there was a place he could rent (or purchase, if the price was right). If nothing presents itself, he focuses on learning about the lich threat that was spoken of.
He, too, writes a letter to his family. It is brief and explains what has gone on these last few days. But he does not send it to a courier. Instead, he wraps it up with rather large bundle of letters and returns it to his bag. After all, it was difficult to send letters into the Lands of Rest.
Quinn Thursday January 10th, 2008 3:26:35 PM
Quinn is very impaitiant while waiting to get inside Hook City and is relived when he finally does and even more so when he finds the factor. After doing business with the factor Quinn will stay the night.
In the morning, he will check out the teamsters, guards, and laborer to determine their thoughts on Gargul. Quinn will also cast detect evil. Quinn will be as friendly as possible as he is just so excited about the whole process. Quinn will provide direction to Threshold and his compound and ask the groups stopping points along the way as he will want to check up on their progess and bring a follower or two along to assist.
OOC: when does the caravan leave Hook City?
Before Lunch Quinn will teleport (prayed for 2 - Greater and regular) and Teleports back to the CoC to find out what is happening and about all the great an wonderful things that happened in Plateau City. "The temple of Gargul was amazing! I am truely blessed and in Gargul's favor if I received more than I requested! But my father is still active and will seek us out to destroy all of Gargul's followers and his friends on the Southern continent, so beware and count your blessings."
Quinn has lunch and is off to hire an engineer/arcitect/stone mason "Anyone have any leads for a qualified builder? I am off to Threshold this afternoon, anyone want to come alonge for the ride."
Quinn will look for a qualifed builder before teleporting to Threshold to meet with his followers and tell them of Gargul's ample blessing.
Tomorrow Quinn will study for Hallow and cast it on his compound and include himself and all of his follower with an Aid spell.
"So much to do and so little time"
--------------------------------------
ooc: What is in a vampire kit and can Quinn carry them on his person from Hook City?
Firn'gaer Thursday January 10th, 2008 4:02:28 PM
Before the triton leaves, Firn'gaer approaches and hands her a bag. "I know this will not make up for the harm that was caused to you by use, but I hope that this may help you rebuild your home." In the bag is what Savin gave to Firn'gaer as his share of the triton's treasure.
After the triton leaves, Firn'gaer heads to the local entrance for the Catacombs. He has things to do that are overdue.
Savin Thursday January 10th, 2008 4:08:18 PM
Savin will spend the week teaching his students in his new house, puttering around his house and meeting his neighbors. He will keep a sharp eye on the road looking for his old master who should be coming soon.
When she does arrive, he will show her to her room where she will discover the chess set that they found in the Triton's palace. Savin remembers her fondness of the game and is excited to see her reaction to his gift.
Randall d20+24=31 d20+24=41 d20+24=36 Thursday January 10th, 2008 7:39:35 PM
Randall and Fluffy decide to return to the Star Mages Guild.
Since there appears to be some down time, it'll be a perfect time to learn some knew spells.
Randall will try to learn the following spells.
1. Cone of cold. Skill Check 31 2. Wall of ice Skill Check 41 3. Tiny Hutt Skill Check 36 Once learned, Randall will write the spells in the Blessed Book portion of his Star Mage Portable Library.
Trace Thursday January 10th, 2008 8:08:27 PM
After returning from the catacombs, Trace finds himself home in the woods that Peerimus has helped thrive.
During the days, Trace will pitch in with more training for archers and general combat for the town milita.
Trace also with the assistance of Shadow will show them the help of a good dog or "cat" is when guarding the area for people trying to sneak.
Peerimus d20+11=15 Thursday January 10th, 2008 8:56:01 PM
Tieria is about to dive under the water when Peerimus calls for her to wait. "I nearly forgot. We put the wraith Tritons to rest within the palace and when the king was at last at peace he called out that he 'must protect my people, Vinizier, from golems.' I thought you should know."
Peerimus goes with the cleric to the Shrine and will remain there as long as he does. He wil speak to him of the places the Tattoos have seemingly taken them, of the five artifacts now returned to the cosmos and of what the Chaos avatar said. He will spend his questions on trying to better understand how this northern god Gargul connects to the Powers of the South, more specifically the Living Wold of Father and Mother. He will speak of what he knows of the riddle of the Land Migration, the prophesy that restores the Gateway downs and the part he and his friends have played and may yet play. This last subject is one Peerimus spends the most time on.
After the cleric leaves, assuming there is still time, Peerimus will purchase a Master work set of wood carving tools and begin crafting a great meeting table in the heart of his grove. Peerimus will Wood shape and Ironwood to assist in the creation and to give the table the strength of steel while he works it.
Kazak Thursday January 10th, 2008 11:50:09 PM
Kazak keeps seeking infomation on stone masonary and local quarry's ....trying his best to chat up the locals to learn how he can help .
A Week's Activities [DM SteveK] Friday January 11th, 2008 6:02:18 PM Kazak seems to see Heranmar as an opportunity. Spending time working with the local volunteers who are trying to become the town's watch is sometimes frustrating, sometimes fulfilling. To the man (and occasional woman) they are willing if not skilled. As to his talents as a stone mason, the dwarf soon finds out that he is the most experienced stonemason in the entire town! Seems the only master builder who had residence in Heranmar was killed on the Night of Blood; when the evil chaos group went on their rampage. He also finds out that the last time any serious quarrying work was done has been nigh on 50 years ago. Since then, when stone was needed, an old building was torn down to get materials for a new building. Looks like there is a space for opportunity...
Durgan spends a great deal of time at the forge and enjoying the hot work. Tom is the strong, silent type, and the human seems to enjoy Durgan's company himself. Spending time working with the local volunteers who are trying to become the town's watch is sometimes frustrating, sometimes fulfilling. To the man (and occasional woman) they are willing if not skilled. They are interested in the teamwork aspects, especially when a bright young woman mentions how this teamwork could help them defeat stronger foes. There doesn't seem to be anything that Durgan would call 'dwarfy', the people of Heranmar have been very insular until recently; the Children being the first strangers in a dogs age that have been accepted by the community! He also finds a south-bound caravan who will carry the letter as far as Hook City. "I've a friend what owns a Grass Ship and can take it from there. Letters aren't all that heavy and I'm going that way, so don't worry about a price. Take it as a favor."
Jurgen spends his evenings visiting with his friends, the nights playing with the tattoo's malable and elusive powers, and his days looking for a place to have on a more permenant basis. The sorcerer is able to find a room over the Heranmar General Store that the proprietor, Holly will let out. (Holly is the elf that first met the Southern Lights on that first day in Heranmar. She has given up traveling and took over the store as well as the secret entrance to the Catacombs.) Beaming smiles, Holly is more than happy to hash over old stories and reminisce about lost friends for a year if needs be.
Quinn finds out that none of the teamsters, guards, and laborer is evil, and none other than the laborers are interested in "some northern quack-god". Upon further conversation with the laborers, it seems that Lilliandrian has actually teleported the 8 men and 2 women from New Elennia to Hook City in order to support a growing presence in the South. The caravan chief is more than happy to provide his starting day and his planned route and stopping areas if Quinn will be popping in from time to time. "Nothing like a powerful magician to help keep the rif-raff away!" Quinn has less success to hire a skilled artistan off the street within a morning. He is recommended to the artistans guild who take several days verifying Quinn's identity, the planned work, and the cost and payment of skilled hirings before finally giving him a list of names of local builders in Threshold who would be capable of the work Quinn wants done as well as perhaps willing to hire. At Threshold, Quinn Hallows the grounds, and finds a young architect journeyman who is willing to go at the job: the two master builders in Threshold don't like Quinn's politics (ie Gargul) and turn him down flat. Opening one of the 'Vampire Kits', Quinn discovers a canvas bag that has several pockets holding a steel mirror, a wooden stake and mallet, a vial of holy water, a clove of garlic on a string, and a large coin with the unblinking eye of Gargul.
Firn'gaer gives Tiera his share of the treasure, and the triton takes it without blinking. "My tribe thanks you for your generosity," she says before leaving. Firn'gear spends the rest of the week checking out the Catacombs and his own musings.
Savin will spend the week teaching his students in his new house, puttering around his house, meeting his neighbors (a tailor and his cobbler wife, and a leatherworking family), and is able to welcome his old mentor at the end of the week. She is quite pleased with the fine chess set and insists on using the pieces while meeting the young students the next morning while leading them in meditation exercises.
Randall and Fluffy decide to return to the Star Mages Guild, they are going to have to piggyback with Firn'gear to accomplish this (I'll assume it is done) and they spend a nice week learning some new spells.
Trace finds himself a home in the woods near Peerimus' grove, just a camping area at first for him and Shadow. (ooc: if Trace is looking for more, going to have to describe) During the days, Trace will pitch in with more training for archers and general combat for the town milita, as well as the benefits of some good trained animals. The demonstration is enough for two of the watchmen to immediately start training their hounds to help out around town!
Peerimus spends the entire week with the old cleric at the shire of the Five Crones. The man is extremely interested in the encounters the Children of Chaos have had with his divine patrons, and in return he tells of his belief as to how everything works. "The Wold is the creation of Jericho, and all else flows from him. Amazingly, other than creation, he doesn't seem to have any other power within the Wold. To that, the Wold belongs to the Powers, beings of immense energy and almost unlimited control over a limited sphere of influence. I have devoted my life to the Five Crones, whose sphere of control is the Gateway Downs. You have devoted your life to the twin Powers of Ma'ab and Ebyron, whose sphere is good nature and chaotic nature respectively. We have recently met Gargul, whose sphere of power is the link between life and death. See?" The old man shakes his head. "They are all intertwined. One's existence doesn't mean the others are figments." "As for the marks of the Children, and the power you possess while together with the marks, I can tell you little more. Being chaos, the power is changing, malleable, unpredictable. I am confident that it is more likely to manifest during times of immense stress and pain. Like the act of birth where there is great stress and pain, this is also the time for the greatest change. In to out, death to life, suffering to joy, and one to two are all intertwined at the same time. There, that is when the power of chaos is closest to the common Wold." "For the prophesy of the Great Migration, there is none. Neither is there a prophesy of a new season; it happens whether we will or not. Just because a Great Migration happens less than living memory doesn't mean it is not a normal as fall moving to winter moving to spring. The difference is that the Powers become involved with the Great Migration. The Powers aligned with Chaos want change, wants the Migration, while the Powers aligned with Law want stability. For clues as to the coming of the time when the Great Migration will happen? Well, you have provided me the best answers! When the dwarves and the elves end their war; When the Star Mage's fight each other; When you Children of Chaos have your own dreams within your grasp; that will be the time for Change."