VedikCurrent Spells AC 31 (13 touch) HP 214/214 (Wings) Monday November 17th, 2008 9:47:19 AM
Vedik spends the day crafting, and also takes the time to recharge some of the groups wands. On the next morning he refreshes his armor enchantments, casts his normal spells, and prepares to meet Arrak.
OOC: Full days draw: 36 drops. speed crafting 1 drop Magic Vestment on Armor and Shield: 2 drops Recharge: Tratains Death Ward Wand +4 charges : 16 drops Recharge: Tratains Resist Energy Wand +4 charges: 8 drops Recharge: Vedik's Dimension Door wand: +1 charge: 4 drops Recharge: Vedik's Good Hope Wand: +2 charges: 4 drops Store 1 drop Next day 1 draw, 4 drops, 2 for armor/shield, 1 recharge Enlarge person, 1 stored.
DM Matt Monday November 17th, 2008 7:00:00 PM
Arrak politely decines Dwight's offer. After shopping trips, some drinking, feeding the hungry, and any other deeds that are done, the Knights return to the fields outside the city to find Arrak waiting beneath the copse of trees he previously indicated. He appears to be a bit impatient.
"Ah, there you are. I trust everything is in order? Yes? Good. Let's be about this, I must deal with some other pressing matters soon enough. Gather round all." He extends his arms, and once everyone is together, he closes his eyes and concentrates for but a moment.
You all feel the familiar tugging and momentary queasiness that accompanies magical travel, though it feels a bit . . . less . . . than normal. Faster, too.
In but an instant, you find yourselves in a wide, dark cave, its yawning mouth a few paces away. Outside the cave, you can see a sandy beach and a vast, bright, blue ocean. The sound of the waves turning to surf, and a few gulls calling her and there, make for quite a peaceful panorama.
The cave itself is dry, and the air is warm, if a bit salty from the nearby ocean. Looking around, you see it is more of a grotto. It only goes back about 30 feet before ending in a rough stone wall. A few roots poke through the ceiling above, but otherwise, it seems as good a place as any to rest from a hard day's travel. In fact, now that you look around, you notice the remains of a few small fire pits here and there. A few footprints complete the dusty floor, all of which are readily identifiable as humanoid, most human-sized (or something equivalent), with a few smaller prints. All are of boots or sandals, and there appears to be no sign of any predators or unsavory residents.
Sighing, Arrak says quietly, "Sadly, I must be away quickly." If Dwight offers the begonias, he takes them with a smile and bows deeply, "I am in your debt. You younglings never cease to amaze me." Giving a sort of half-salute, he adds, "Outside, along the coast to the east, you should find a small fishing village close by. You can probably find some information there." With that, he turns, concentrates again, and is gone from sight as quickly as you all appeared moments ago.
Dwight hp 99, ac 16 d20+12=15 ; d20+13=30 ; d20+7=17 ; Monday November 17th, 2008 9:05:53 PM
Dwight does indeed pass along the begonia's and thanks Arrak for his aid, and again apologizes for those begonias that were destroyed giving his most charming halfling smile of joy and happiness.
--------------------------
Immediately after Arrak leaves, his joyness quickly departs finding himself in a dark, salty unknown cave with only one obvious exit. "Umm, perhaps I'll check outside to make sure the coast is clear?" Dwight looks to Tratain for approval and says he won't go far.
If granted, Dwight moves to the front of the cave entrance, and takes in the surrounding area, first taking in anything moving, then general scenery and finally the village (if seeable).
spot: 15 listen: 30 knowledge (nature): 17 (anything unnatural going on? does high tide flood the cave?)
OOC: Finally some rolls! :-)
VedikCurrent Spells AC 31 (13 touch) HP 214/214 (Wings) Tuesday November 18th, 2008 7:30:41 AM
Vedik thanks Arrak when they arrive, then turns to ponder their situation.
"We are going to make quite an impression when we show up. A small fishing village, several well armed and armored adventurers just showing up." He scratches his beard. "We should be careful not to scare them."
He looks around. "We may also want to spend some time here getting familiar with the place. If we have to teleport, this cave is a good place to return too."
Plyf d20+7=24 ; d20+16=25 ; d20+10=27 ; Tuesday November 18th, 2008 10:10:42 AM
Plyf, pleased that Arrak has left simply says, "I'm sure he has his better days, I hope to see him again then." She then pulls out her bow and strings it. Pulling on it a few times to test it's string, then brings her quiver to bear on her back for easy accessability.
She asks everyone, "Please stay in one spot just a second, I would like to get a look around. perhaps something has been hidden or dropped that could be of use to us."
Once that is complete, she puts her strung bow in her haversack for ease in access and settles her rapier easily on her left hip.
"Ready when you fellows are. You don't mind if I walk behind a few of you, do you?"
Listen: 24 Search: 25 Spot:27
Tratain Tuesday November 18th, 2008 5:06:32 PM
When Arrak leaves and Dwight and Plyf make thier requests Tratain says "We'll be right here for a moment Dwight until Plyf has her look around, yell if you need us but we will be along in a minute or two as well."
Tratain will then lead the group towards the village indicated by Lord Arrak and on the way he says to the Group "Plyf, once we get there if you could ask around about the City of Erythtrain, see if anyone knows about it or how to get there. You will probably have better luck than any of the rest of us, though we will see what we can find out as well. I'd guess the best place to begin looking for information would be a tavern or a library if they have one. Lets go see how big a place we are dealing with here."
DM Matt Tuesday November 18th, 2008 5:24:25 PM
Dwight pokes his head out of the wide cave mouth. He does indeed see what is likely a village in the distance, a few miles off down the flat coast. The cave is set in the side of a small hill. A rocky, sandy beach stretches from the sea ahead, and after about fifty paces, turns slowly to grass. The grassland goes on for some miles inland, as far as Dwight can see. There are barely any trees or large shrubs to speak of.
Above, on the hill, Dwight can make out a few voices. Concentrating, he hears three distinct voices, two deeper and one higher in pitch. They seem to be conversing idly. On second thought, they seem to be trying to converse idly, though they sound quite drink. (it does not seem as if they are trying to be secretive)
Voice 1: "Garp, you idjit. You don't even know whash you talkin' about!" Voice 2: "Do too. Don't be talkshin that junk to me. It wash sixsh feet long if it wash an insh, I tells ya." Voice 3 (higher pitched): "You dang fools! Can't even hold a few drinks. You both - hiccup - idjits!"
Vedik muses about the group's reception at the nearby village, and suggests studying the cave a bit for future teleporting. [BTW, is Arien still around? Did I miss something?]
Plyf first readies her sturdy bow, then does a quick once-over of the cave. Toward the back, in a dirty corner, she finds an area of earth that was recently disturbed. It looks to have been dug up, then covered over again. Investigating further, she uncovers three bottles of a dark, sweet-smelling liquor, most likely some sort of spiced rum.
Tratain holds the rest of the group in place, then makes ready to go, asking Plyf to take the lead in learning about Erythrain once they reach town.
Dwight hp 99, ac 16 Tuesday November 18th, 2008 8:12:05 PM
Dwight steps backs and reports what he has heard and seen. He motions to keep voices down because the splash of the waves will only cover so much. "Surely a grouped of readied adventurers will make those drunks think twice before drinking again. But that's not necessarily the reputation we want to begin with here." He looks to others to actually decide.
VedikCurrent Spells AC 31 (13 touch) HP 214/214 Wednesday November 19th, 2008 9:43:36 AM
Vedik chuckles softly. "I don't think a winged dwarf would get a great reception from a few drunk locals though it might be amusing." There's an amused twinkle in his eye as he says this. "they'd probably still be telling stories long after I'm gone about today if I fly up there on them."
He concentrates for a moment, and his wings fold down and become a cloak.
Highlight to display spoiler: {Active Buffs: Mind Blank (SL 8, CL 16, 24 hours, cast in morning) Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning) Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning) Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning) Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning) Ring of Counterspells - Greater Dispel Magic }
Plyf Wednesday November 19th, 2008 1:54:52 PM
Plyf takes a look at the bottles and seeing, it is not red wine asks the group, "Any of you like rum? Likely some kids stash. Or one of those above not wanting to share his hooch."
If no one wants it, she covers it back up and brushes off her hands. "Sure, I'll ask around for you guys. Lets see if this little place happens to have a library. If nothing there is written, there is usually someone there with interests in local and past histories we can speak with."
With a grimace she starts off with the others thinking to herself "I hate sand in my boots."
DM Matt Wednesday November 19th, 2008 3:54:42 PM
As the Knights exit the cave and begin a leisurely walk east toward the distant village, you hear a loud gasp from above you. Up the small hill, you can now clearly see three people sitting among a rocky outcropping. In the middle is a cooking pot, though there is no fire underneath. Two humans and a squat halfing sit on the rocks, half a dozen empty bottles (much like those Plyf found inside) strewn about the grass.
One of them has spotted you and is pointing, his mouth agape and one eye half-closed. He stands, knocking over a half-full bottle of rum. "Daggit, Garp! You silly - " the other human stops mid-sentence as he follows "Garp's" finger and sees the Knights.
With an audible gulp, the man gets up and takes off, half running, half stumbling, toward the village. The halfling watches him for a second, then chuckles and says, "Dummy." He seems to be the least inebriated, though "least" is a relative term here.
Taking a few steps toward the group, the halfling extends a hand and says, "Welcome strangers! Name's Goldleaf. Hordo - hiccup - Q. Goldleaf. Not sure how ya got here, but no matter. I - "
"Quiet down, Hordo!" Garp says. "Thesh here folk done stole our rum! Lookit! Theysh come right outta our hidey-hole!" With an ugly grimace on his face, he picks up a bottle and breaks it on a rock, ending up with a jagged piece of glass in his fist - a nice makeshift slicer.
He advances on the Knights. Or, more accurately, he stumbles forward, swaying to and fro as he attempts to walk with an air of authority.
The halfling laughs, "Garp, you idjit. You can't be serious . . . ." Pausing, he looks from his friend, to the Knights, back to his friend, and back to the Knights. His eyes wander over Plyf's bow, Vedik's mace, and fall on Fred the Axe.
"Oh, #*%&@!" he says to no one in particular. "Garp, I don't think that's a good idea." Seeing that his drunken friend isn't listening, he steps to the side and says to the Knights, rather nervously, "I just met him anyway. Not really a friend at all. More of an acquaintance. Or, well, first-time drinking partner? He's . . . I . . . hey, hows about I show you around town once you're done with that Garp fellow, hmm?" He smiles nervously, watching Garp out of the corner of his eye.
"I'sh jush gonna get my rum back, silly gnome," mumbles Garp as he heads toward Dwight, waving his broken bottle.
Dwight hp 99, ac 16 Wednesday November 19th, 2008 5:05:31 PM
Dwight is surprised to see another halfling, but recovers quickly when a drunk with a jagged bottle begins to come towards him Confident his friends will man-handle him before he makes it to Dwight, Dwight tries to diffuse the drunk, "Now, now Garp is it..., we just took a peak in the cave, didn't drink anything, honest. Don't you think we would still have a bottle in our hand if we had, your drink is safe whereever you hid it in the cave. Go and check if you wish, we'll wait here."
Thinking of the one that bolted, Dwight wonders how drunk that one was, and who will believe his story.
MonthorHit Points:(152 of 155) AC 25 d20+24=25 ; Wednesday November 19th, 2008 5:30:47 PM
" Rhum?????!!!!???? "
Monthor's head spins back.
" We missed rhum... "
Monthor turns back in time to see the drunken gnome heading towards Dwight.
Monthor tried to grab the gnome ( Grapple check 25 with a sucky natural 1 )
VedikCurrent Spells AC 31 (13 touch) HP 214/214 Thursday November 20th, 2008 8:42:31 AM
"Just give him wide passage and let him see his rum's ok. I'd be mad too if I thought someone stole my drink." Vedik says to Dwight and anyone else in the drunks path.
The old dwarf turns back to the halfling. "Its good to meet you Mr Goldleaf. My name is Vedik, craftsmen and follower of Alemi. This is Plyf, Dwight, Tratain and the ugly one is Monthor. We've heard stories of undersea places around here, and were looking to check it out."
Tratain d20+3=9 ; Thursday November 20th, 2008 2:18:17 PM
Tratain says "Be Careful not to hurt him Monthor, he just wants his Rum, its back in the cave."
He says to the Drunken man "We did not touch your rum good Sir, it is still back in the cave. We are new to the Area and are looking for some information. We would be happy to buy you a few more bottles if you could answer a few questions for us, or point us towards someone who could. I'm sure you'd rather have more rum yes?"
He looks at Plyf seeing if the Elf can add anything to clam the man down as he and the rest of the Knights are a bit gruff most of the time and not well equipped to talk down drunken villagers.
Diplomacy = 9
Tratain Thursday November 20th, 2008 2:20:40 PM
Tratain also neatly steps between the Man and Dwight and Plyf as they are talking cutting off any chance that the man could approach the two and get close enough to do any harm should it come to that.
Plyf d20+7=19 ; d20+15=20 Thursday November 20th, 2008 3:12:09 PM
Plyf is more concerned about the guy that ran off then the one with the bottle. He might just be waiting for them, to inform someone else, so she uses her boots to Teleport ahead of the man thirty feet ahead of him and gently says, "Please stop, or I will assume you are determined to do us harm and I can't have that, but if you continue, I will believe you knew we were to come and I must stop you."
She doesn't pull an arrow yet, but lets the running human know she is not afraid to stop someone if she wanted to.
Sense Motive: 19 Diplomacy: 20
Dwight hp 99, ac 16 d20+5=21 ; Thursday November 20th, 2008 3:44:05 PM
OOC: dang I forgot to roll my diplomacy check....got interupted.
Diplocmacy with drunK: 21
DM Matt Friday November 21st, 2008 8:00:36 PM
Garp looks at Dwight with a puzzled expression. "Howsh you know 'boutta bottles lesh you stealin' my rum? See, I knew it!" He lurches forward another few paces. "I'sh gonna - ow!" he topples to the ground, a burly mass of dwarf tackling him in the blink of an eye.
Monthor Highlight to display spoiler: {Even with your natural 1, he's an intoxicated level 1 commoner... I just refuse to even roll the check, he loses :)}
The halfling gives a start as Vedik greets him. Tearing his eyes away from the one-sided wrestling match, he gives a hasty bow to Vedik. "Um . . . yes, er . . . pleased ta meet you all, I'm sure. Er, undersea did you . . . I say, are you gonna kill him? I mean, he's drunk . . . and stupid, yes . . . but a swift kick in the arse should do it, no?"
From underneath the Mound of Monthor, a muffled voice calls, "mmrph! Why, I'sh . . . beating . . . off of me . . . fat smelly . . . keep the rum!"
Tratain attempts to be diplomatic, offering to buy Garp more rum. Hordo smacks a hand to his forehead. "Not what he needs! No, that one needs ta sleep it off somewhere quiet." Gathering himself, he appears a bit more at home with the Knights once he sees that their weapons are staying put. "Now questions, that's my specialty. You might say questions are my middle name! Well, answers. Answers are my middle name!
"Well, no. I lied. No sense lying to good folk such as you. My middle name is actually Quandillious. I know, my mother was, well . . . strange. Anyway! Answers! Yes, answers I have, it's questions I need. Fire away!" Pausing, he rubs a toe in the dirt and adds, "Though I could sure use another drink, if that was an open-ended offer."
Plyf, thinking quickly, teleports in front of the fleeing man. He hasn't gotten far, being a bit drunk and somewhat plump around the midsection. The sight of the half-elf suddenly appearing in front of him appears to be the last straw. "Great googly moogly!" he exclaims. Then, without another word, he faints in a heap in front of Plyf.
Back with the others, Hordo shakes his head. "Yea . . . that one, he might need to sleep it off too. Told ya I didn't know them too well. Why don't I take you into Seabreeze - that's our village over there - and we'll see about that drin - answers. We'll see about those answers. Come on!" He heads off toward the village, looking back to see if anyone follows.
Spot DC 40 Highlight to display spoiler: {Hordo is checking his pockets alot. It's almost imperceptible - he's quite fast and subtle - but you catch him feeling here and there, making sure various pockets and folds are buttoned down safely. You don't see anything that you take as a threat, but it sure is weird.}
Sense Motive DC 30 Highlight to display spoiler: {You get the sense that Hordo wants to get away from the two men before they wake up/sober up. It's something in the way he skirts wide around them when he walks, along with the suggestions to leave them to "sleep it off."}
Plyf d20+7=14 ; d20+10=12 ; d20+1=4 ; d20+11=29 ; Saturday November 22nd, 2008 10:53:51 AM
OOC: Wow, googaly moogaly on them there high spot and SM DC's, lets see what I can do.
Plyf does a quick scan of the area to see if she can see anyone around that may have seen her sudden appearance and conversation.
Watching the man lay on the ground unconscious, she will make sure the fall didn't hurt him and in the process, check for any signs of guild affiliations or notes he might be carrying. "Oh my goodness, are you alright, I didn't mean to startle you, I just wanted to talk for a minute."
Sense Motive: 14 Spot: 12 Heal:4 Slight of Hand: 29
Dwight hp 99, ac 16 d20+15=18 ; d20+6=24 ; d20+5=15 ; d20=10 ; Sunday November 23rd, 2008 10:05:09 AM
Dwight looks to the halfling as he offers his 'services' and his full name. Perhaps not surprisingly, Dwight doesn't recognize the family names, as most halfling can, nor can he directly link their relationship, but is pretty sure Hordo lies somewhere distance on his father's, brothers, oldest daughter's husband side.
spot: 18, sense motive: 24
"Dwight Twigglebundler, since we are being all proper and such," adds Dwight. He looks in the direction of the town, and estimates the time of day. Knowing that Vedik hasn't snapped the drunk in half, thus ruining the potential information sources, Dwight inquires as the journey begins.
"Perhaps you could give us some stories or legends of the surrounding area, I love a good legend, especially the old ones." (diplomacy 15, gather info: 10 trying to coax out some info regarding the sunken city, without actually asking for it)
Tratain Sunday November 23rd, 2008 9:50:28 PM
Tratain checks both men to make sure they aren't permanently damaged, and after checking on them he asks the Halfling, "Is there someplace we can take them that they will be safe while they sleep off all that they have drank? And then if you can direct us to an inn we would be glad to buy you a meal and some drinks if you could answer a few questions for us, or just point us towards one who could answer them."
VedikCurrent Spells AC 31 (13 touch) HP 214/214 Monday November 24th, 2008 10:30:16 AM
Vedik chuckles. "Must be good rum" he observes to no one in particular." He nods at the notion of a good meal and follows the others wherever they are led.
Plyf d20+5=25 ; Monday November 24th, 2008 11:13:56 AM
Plyf measures the best she can, the distance from where she is and the nearest buildings in the town after searching the man. She leaves his valuables if he has them.
Survival Distance to village: 25 (Natural 20)
MonthorHit Points:(152 of 155) AC 25 Monday November 24th, 2008 4:44:45 PM
Monthor dangles Garp by the scruff of the neck for a few seconds before letting him go.
" Behave little one... "
DM Matt Monday November 24th, 2008 7:10:36 PM
Plyf and Dwight gauge the village to be about 3 miles off, give or take. Not a terribly long walk. If you're sober.
Plyf finds that her unexpected captive is just fine. He promptly begins snoring the snores of a drunken man. She doesn't find anything on him other than a few copper pieces, an old wooden pipe half full of burnt tobacco, and a wrinkled letter from someone named "Natasha."
Monthor releases Garp, who collapses in a heap on the ground, whining to himself. "All my rum. Ish gone!"
Hordo, meanwhile, quickly scans the two drunks and tells Tratain, "The cave is as good a place as any. No harm'll come to 'em around here. Unless a bird does it's droppings on them. That's about all the excitement one might expect 'long this coast.
"Legends?" he perks up during the walk. "Well. Twasn't always so calm and safe around these parts. Let's see. There was that old green dragon what used to terrorize the whole coast. In fact, my great-great-great-grandpap was the one that took that beast down. Well . . . not exactly . . . but he was definitely involved! We Goldleafs are a hardy bunch. Why, I'm an inch taller than your average halfling, I am." (in fact, he appears to be at least two inches shorter than Dwight)
"But someone said something about undersea adventures. You!" he points at Vedik. "Maybe you're interested in hearing about the great Kraken migration? Not really a legend, since it definitely, postiively happened. But a good story, nonetheless, despite the distinct lack of halflings in it."
By this point in Hordo's ramblings, you find yourselves over halfway to the village. "Then there's the old city down there. Nothing too interesting. Used to be a right scary place, what with the Sea-People cult and all. But now, all that sunken mess is good for is popping holes in the bottom of fishing boats when the captain isn't too bright. No, you'll like the kraken story better, I think. I could even add some halflings in, if that made it more interesting."
Within the half-hour, you find yourselves at the gates of Seabreeze. The small village is surrounded by a simple wooden balustrade. Two men in a mismatched variety of armor stand at the open gate, warily eyeing the Knights as you enter. Hushed whispers and not-so-subtle pointing abound. Clearly, these simple folk haven't seen the likes of you before.
"Look what I found!" Hordo announces loudly. "Found 'em in the old cave, I did. Lost and all. Yep, ol' Hordo to save the day, folks." Turning to the Knights, he says, "Now let's see about that drink, and I'll tell my Kraken story." He points to a ramshackle wooden building that must pass for the village's tavern.
Plyf ooc Monday November 24th, 2008 7:22:25 PM
OOC: DM, would it have not been reasonable for you to have included the contents of the note from this "Natasha" before we got half way to town, so that I could have responded to it in some manner in the next post, or used some skill or magic to read it if not discernable?
Plyf d20+9=18 ; d20+7=15 ; Tuesday November 25th, 2008 11:10:06 AM
Plyf reads the note if possible and will sense motive on it, to see if it is in some type of code.
Decipher script: 18 Sense Motive: 15
VedikCurrent Spells AC 31 (13 touch) HP 214/214 Tuesday November 25th, 2008 12:39:42 PM
Vedik listens as Hordo rambles on, actually enjoying the walk. He's rather glad he stowed his wings.
"Its a fine day for stories. If you'd be willing, I'd like to hear both stories, kraken and sea cult."
DM Matt Tuesday November 25th, 2008 1:10:40 PM
Re: Natasha's note.
Good point Plyf.
The note was very short. It read:
"Dearest Burton,
You know I love you dearly, and that I would do anything for you. I always said I'd never leave your side. I've changed my mind. I ran into that harlot Maria, and she was wearing your bracelet! You lying, cheating, no good excuse for a man!
Consider this the end of our relationship. My brothers are going to keep an eye out for you around town.
Yours,
Natasha"
Tratain Tuesday November 25th, 2008 9:05:51 PM
Tratain listens to the Stories the Halfling tells on the way to town, and once there says "Lead the way, we will get something to eat and drink and you can tell us your stories while we eat. We may have some other questions to ask as well if you would be so kind as to answer them for us, or tell us who might know about what we want to know."
MonthorHit Points:(152 of 155) AC 25 Wednesday November 26th, 2008 7:39:57 AM
Monthor whipes a drop of drool streaming down his chin at Tratain's mention of food and drink....
" Good, Me belly's grumbling... let's eat!!! "
Plyf Wednesday November 26th, 2008 12:36:04 PM
Plyf reads the note and a small trickle of tears run down her face as she remembers her lost love, but shaking it off, she tucks the note back into the area she found it in and thinks to herself You dumb son of a female dog, let this be a lesson to you not to mess with someone's love. Although slim, the other girl may have stole the bracelet, ah, it's none of my business
"Burton" she rouses the man from his drunken slumber. "Let's get you to town and get a bowl of soup or something in you."
"Hey guys" she turns to the group, "this guy is to heavy for me to carry or drag, can you lend a hand here please?"
DM Matt Thursday November 27th, 2008 9:28:08 AM
Arriving in town, one drunkard in tow, Hordo points out the tavern and the Knights head in for food and drink. Plyf (or whoever is carrying Burt) gets the drunk situated in a corner table out of the way and orders some hot soup for him. The Knights and Hordo then find their own secluded table - the tavern is quite full, but there are a few tables in the corners that are free - and Hordo orders a hefty meal and a round of ale.
He launches into his "kraken story," which is really quite hard to follow, especially after his second large mug of ale. Something about a school of krakens taking up residence off the coast and harrassing the local fishermen. It isn't really clear how the problem got resolved (or whether it was even Krakens). At one point, the krakens moved on to warmer shores, while at another point a band of warriors swam out and killed all of them. Making things even more absurd, Hordo tends to add a few halflings to the story wherever he can.
After 40 minutes and 4 mugs of ale, he finally trails off and the story is no more. Whether or not it was finished, you may never know.
With a big more prodding from Vedik, Hordo brings up the sunken city. "Whash you wanna know bout that fer? Ish jusha thing the fishermen talk bout. Shome ol city useta be round here, fell inna oshin a few hunnert yearsh ago. Big war or shomethin.
"Noshin inrestin there now, I don think. Hey! Wheresh that drink I ordered! Barkeep!" The portly bartender, rolling his eyes, stomps over and drops off another mug of ale, this one a bit lighter than the last, obviously watered down though Hordo doesn't seem to notice.
The barkeep brings a few stronger drinks for the Knights and nods at Hordo. "Careful. This one'll talk till your ears bleed if you let him. Hopefully he'll pass out soon. He usually does. Check your pockets too, while you're at it." A bit more loudly, he says, "Steal anything today Hordo, you little thief?"
Ignoring the bartender, the halfling continues, "Sho anyway, the old city, nothin good there. Bout a mile or so out -" he waves his hand in the general direction of the ocean "- fishamen gotta avoid the towertops of the ol city. Shome o them scrape the towersh an put holesh in er boatsh! Ha!
"Ifn you watch long nuff outshide, yull she the fishing boats skirtin round the shpot I'm talkin bout. Now shome o them what can't catch no fish, they take pieshes of the buildings - the onesh that are closhe to the shurface - and shell them to tourists. But we never have no tourists, sho they shtill makesh no money! Dummiesh!
"Why, that remindsh me of anudder shtory. THish one time, I wash walkin through the market. It wash a tooshday, caush that market day . . . and . . . walkin through the market . . . it wash a wenshday . . ." thunk. Hordo's head slams down on the table. "Krakensh . . . ." he mumbles, then is silent.
Bringing a fresh round, the bartender sighs. "Just another day . . . . Do me a favor? Before you leave, could someone drop him off on the cot in the back room?" he nods toward a small door by the end of the bar. "He rents it from me for a silver a week, seein as how he passes out in here so much." Walking back toward the bar, he laughs to himself. "Who'da thunk it. A drunk with some foresight? Ha!"
Plyf d20+14=23 ; d20+7=18 ; d20+10=28 ; d20+7=19 ; Friday November 28th, 2008 7:20:24 PM
When the barkeep leaves, Plyf will mention to her new found friends, "Sorry guys, but the muscle stuff belongs to you guys, I can barely carry my own belongings without a sweat."
She checks her belongings, to make sure she has everything and tells her friends, "I'd take the man seriously and keep your eyes on your gear and money." She smiles at the little bugger that seems to be able to drink like a fish.
She looks around the room for people that might be a possible academician or at least have some intellect or knowledge of the area, then roams about the room talking to them. Small talk at first, but leading to sunken cities if they appear to know the area. Also, old sailors, possibly near retirement, to validate the tales of ships being damaged by towers from this sunken metropolis. Nothing against halflings she thinks to herself, but more reliable information is possible, I hope.
If anyone is eyeing the group suspiciously, she keeps an eye on them as well. Who knows when Natasha's brothers will want to avenge their sisters honor and anyone with their target might also be involved, in their eyes.
Gather Information on the sunken city (sorry, keep forgetting the name): 23 Listen for tales of the city or possible trouble for the group: 18 Spot possible knowledgeable people for sunken city or trouble brewing: 28 Sense motive on possible trouble makers or those suspicious: 19
OOC: DM, if more then one roll is necessary in any one of those areas, feel free to make the rolls for Plyf to move things along. The bonuses in the rolling box correspond with the checks made for specific things.
VedikCurrent Spells AC 31 (13 touch) HP 214/214 Saturday November 29th, 2008 9:40:11 AM
Vedik listens to the story and ponders the situation. He also checks his pockets to make sure nothing's missing.
He tells the others quietly "Anyone have an invisibility ring, or a spell of invisibility handy? We've still got some light yet, and I bet from the air we could might be able to see some of this sunken city. But the sight of a winged flying dwarf may cause a stir we'd be best to avoid."
He also tries to look for anything in the village that seems in ill repair, and offers his services as a Fixer. Boats, docks, looms, anything these people use.
Dwight hp 99, ac 16 Saturday November 29th, 2008 10:01:01 AM
Dwight finally pipes in having watched the not-so-impressive halfling to Vedik's request. Was I as naive, before my adventuring days....surely not so much
"I've got a ring, I could even fly around myself if you want. A flying halfling might spook them less than a flying dwarf." Dwight chuckles glad, he did not need to rent a cot.
MonthorHit Points:(152 of 155) AC 25 Saturday November 29th, 2008 11:35:00 AM
But the sight of a winged flying dwarf may cause a stir we'd be best to avoid...
Monthor clicks the heels of his winged boots together. " What's wrong with winged flying dwarves??? Me gots these boots from me Ma!"
DM Matt Monday December 1st, 2008 1:23:47 PM
Plyf decides to wander the room, nonchalantly taking in the patrons. They seem to be of a uniform sort: mostly male, mostly human (a few half-elves, dwarves and halflings here and there), and they uniformly smell of fish. Plyf talks to a few men here and there, not learning much.
"Aye, there be a city down there. I don' fish that end so much, due to the dangers o' tearin' me vessel."
"City? Cap'n keeps me belowdecks, I ne'er see the light o' day out there, much less a city."
"From what I heard, it be about 2 miles out the coast. I been out there once or twice, but didn' see nuttin'. Twas high tide though, so who knows."
Then Plyf spots her target: an old, salty sea-dog sitting alone in the corner. A wrinkled, aging human, at least 70 if he's a day. His leathery skin is burned to a permanent dark tan, the lines on his face partly from age, partly from the sun. He has more empty tankards lined up in front of him than Plyf has seen drank by most younger men in the bar.
Overhearing Plyf's questions, he calls in a gravely voice, "O'er here, lassy. Don' be listenin' to those fool youngins. Why, most o' the men in here couldn't catch a cold in an icebox, nor ugly from an ape, much less any sort o' fish.
Plyf takes a seat and introduces herself. The man doesn't bother giving a name, but knocks off the rest of his ale and waves to the bartender for another. buurrrpppp! "Whoo, that'll teach me to drink! So. You be askin' about old Erythrain, eh? Sure enough, not a year goes by without some fool bunch of treasure-hunters looking for that sunken mess. Some never come back. Most come back empty-handed, but I guess that won't stop you lot, now will it?
"Easy enough to find. Wait until low tide, course. That's a bit past midnight tonight, then again 'round lunch tomorrow. When the water be lowest, the very tippy tops o' the old towers stick right out. Almost miss 'em if your eyes be bad. Lotta boats sank due to lookouts with bad eyes.
"Anyways, you see the towertops, and that's yer spot. That fool Billy over there, he was right. About 2 miles out the coast from the north docks."
The old man flashes a grin, showing a mouth with only half its teeth left. "Now, seein' as I helped you out, how's about sharin' a drink or four with an old seaman? Then maybe a nightcap? Don't naysay yet, lassy. Experience counts more than looks! Ahhh-haaa-haaa-haaaaa..."
Relating what she has learned to the others, Plyf gives a silent thank-you that the man didn't want to press the uncomfortable issue.
Dwight offers a ring of invisibility to whoever may want to scout the waters. Vedik suggests checking things out, and Monthor seems interested in tagging along.
Plyf Monday December 1st, 2008 8:35:36 PM
"Excellent information kind sir and the drinks you have earned indeed" Plyf responds when he gives an average time frame on when someone can see the tops of the towers. "As for the night cap, perhaps you would like to hear a few songs instead? " she will ask the old sailor as she pulls out her harp, "Much like you, I enjoy the ladies myself as well, so you would find my company more then boring otherwise." she says quite frankly as she summons another round and asks for some red wine and as many mugs for the nameless sailor as he wants for a round.
As she tunes her harp, her bardic blood boils at the thoughts of exploring ancient cities and perhaps the wrecked ships and their treasures, sitting at the bottom of the waters.
Dwight hp 99, ac 16 Monday December 1st, 2008 9:37:57 PM
Dwight listens for a bit, but not much for the whole bar/drink scene having had one to many in the not-so-distant past.
"Perhaps, Monthor and I could go get an aerial view tonight. Any underwater lights and such will show through, especially if its cloudy. I've got my broom."
Unless there are protests, Dwight is willing to fly out to the underwater city and take a survey of water tops and whatever else he can find at low tide. He will remain invisible the whole time. If Monthor wants to join him, and its warranted, Dwight could summon Whisk and fly on his back (though he woudl suffere 1d4 con. drain); thus allowing Monthor to borrow his broom.
VedikCurrent Spells AC 31 (13 touch) HP 214/214 Tuesday December 2nd, 2008 7:23:08 AM
Vedik ponders. "Dwight seems like a good plan to have you fly out tonight if you're willing."
He then continues to look for places his art can be useful about town.
MonthorHit Points:(152 of 155) AC 25 Tuesday December 2nd, 2008 9:16:30 AM
Me's and Fred's willing to go. The boots' flight only lasts so long though.
ooc> He'll use the broom when offered.
DM Matt Tuesday December 2nd, 2008 8:09:46 PM
A few of the Knights wait until close to midnight, then take a short flight out over the water. At first, you see almost nothing due to the darkness. But hovering lower and lower, you are finally able to make out a few small points jutting out of the water here and there. Upon much closer inspection (and possibly some light - darkvision doesn't provide color), you can also see that the jutting stones are a dark reddish hue.
Heading back (it's now almost an hour past midnight), you find the bartender trying to clear his bar. Slowly he goes, ushering the drunks out first while letting the calmer crowd enjoy one or two more pints of ale. Plyf seems to be winding down a performance, and a small crowd sits around her in awe, asking for a few more songs. Tratain, meanwhile, sits at a table, brooding over a mug of ale, his thoughts his own.
After the scouts report what they've found, it's time for some sleep, and plans of how to proceed in the morning.
VedikCurrent Spells AC 31 (13 touch) HP 214/214 Tuesday December 2nd, 2008 8:28:30 PM
Vedik ponders where they will sleep this evening. He inquires to the bartender about a place to stay. Perhaps Plyf will have made friends with a family that will let them sleep on the floor. Worst case, they sleep out doors. It's a fine night at least.
When they have a quiet moment, he mentions to Plyf that he can provide a magic vestment for her, if she wishes. He also takes a few minutes to see to the party wands.
Dwight hp 99, ac 16 d20+13=30 ; d20=7 ; Tuesday December 2nd, 2008 9:14:11 PM
Dwight only mildly excited about another adventure, relates what he knows. He explains that he tried to determine the radius of the city, and identify what the buildings once were, but the moonlight just wasn't good enough to pick out any details.
Somewhat disappointed; Dwight inquires if anyone has checked to see if Gargul is known about in these parts? (Gather Information: 7) , Dwight inquires to where the group will be sleeping and quickly drifts off.
OOC: spot: 30 while scanning the sunken city could Dwight identify any likely temples, or centers of trade/government or perhaps the main plaza/center of town. Trying to get a starting spot in the city.
Plyf OOC Tuesday December 2nd, 2008 10:00:32 PM
OOC: Player post to come in the morning.
Plyf d20+15=28 ; Wednesday December 3rd, 2008 10:54:21 AM
Plyf frowns at the thoughts of asking people for refuge. "I think we can afford a room." She will answer Vedick, "Besides, I think we have much to talk about that others might not want to hear or be part of." she accentuates her words with large eyes.
"Do you have a suite or large enough room available for the bunch of us good barkeep?" She will ask, if so, "I will purchase that and the rounds for this Salty Dog to my right here that was so much help." she winks to him in jest.
Diplomacy: 28
MonthorHit Points:(152 of 155) AC 25 Wednesday December 3rd, 2008 9:17:58 PM
After partaking in some food and drinks, Monthor finds a nice corner somewhere in the partie's room, craddles Fred gently in his arms, and falls asleep. He dreams of mead, battles, forges and his Ma.
ooc> Dang!!! Are we really down to 5 PCs? Any consideration to recruiting a 6th? In the mean time, how are getting to the underwater city? I would guess that we can't all fly there. We'll need some protection against the cold. Can everyone breath underwater now?
Dwight hp 99, ac 16 Wednesday December 3rd, 2008 9:43:06 PM
OOC: Dwight was relying on other's magic to help him breath underwater.
As talks change to plans, Dwight suggests hiring a boatman to row us out there or even to purchase a small boat that we can attach to one of the underwater towers that were visible during low tide. Therefore being availabe whenever we were ready to leave. A boatman, while a better choice, will not likely wait around for hours and/or days.
Plyf Second Post Wednesday December 3rd, 2008 10:48:51 PM
Plyf strongly agrees with Dwights idea. "How much could a row boat cost anyway?", she asks, and continues, "Although I'm not strong like you, I have swimming skills, but no way to breath underwater for longer then I can hold my breath."
Plyf OOC Wednesday December 3rd, 2008 11:30:45 PM
OOC: I apologize DM, but what is the climate like here again? I'm not sure if it was mentioned or not? Is the water to cold to handle without protection?
My fault actually, I don't think I mentioned it. The day ranged from 70-80 degrees in temperature, dropping to about 55-60 at night. The water is a little chilly, but not cold enough to cause any significant problems. -M
DM Matt Thursday December 4th, 2008 8:48:47 AM
Plyf and Vedik look into some rooms. "Aye," the bartender says, "I've a few rooms. Rather small, but comfortable enough. I can give you two if ye like. I don't particularly like the idea o' one unmarried woman bunking with all these men, but it's up to you," he offers Plyf a small bow.
Dwight relates what little he could find. Even dunking his head underwater, he couldn't get a good idea of the whole city. The towers he could see went pretty deep, and the murky water didn't allow much of a view.
After being shown the room, Monthor is the first to find a comfortable spot to sleep, snoring peacefully with his axe in a loving grip.
Dwight asks the bartender about Gargul. The bartender gives a puzzled look, "Init he the ol' hermit that lives down the way? Wait . . . oh Gargul! Sorry, I ain't been to church in a right long time. Meh . . . I don't have time for gods and demons and such. I just run the bar." Shrugging, he heads back to the common room to clean up.
Dwight also suggests that the Knights hire out a rowboat, and Plyf agrees. Someone recalls that a rowboat, on average, costs about 45-50 gold pieces, though judging by the relative lack of wealth in this town, you figure you could get one cheaper.
Plyf Thursday December 4th, 2008 11:44:08 AM
Plyf smiles at the bartenders concern and morals and replies, "We are a team and we stick together."
Once in the room, she adds before sleep, "Perhaps there is an old witch or alchemist around, perhaps that hermit mentioned, that can sell us potions or such, to aid in our journey. We can ask around in the morning."
She adds, before she goes to sleep, "By the way my new found friends, if any of you attempt to touch me in ways I don't desire, you should not trust sleeping again." She laughs as if in jest, but it is hard to tell if such a sentence really is and should be taken as a freindly warning.
Dwight hp 99, ac 16 Thursday December 4th, 2008 9:09:43 PM
Dwight laughs with Plyf as she describe hold her breath. "These arms aren't made for swimming," as he waves his short halfilng arms. "Floating, maybe spinning around, but the tide would likely take me away if it weren't for my broom here."
Dwight offers to find a boatman that is either willing to row out with us and wait for an unknown amount of time or one that is willing to rent his boat out to us for a few days. We certainly have the cash for buying one, but then what will we do with a tiny boat this far from home?
OOC: Also, when getting the boat, Dwight would like to get enough rope, that an anchor can be securely attached to something (ground, stone building etc. underwater.) He may need help carrying that much rope, but it may be needed to secure our ride back.
MonthorHit Points:(152 of 155) AC 25 Friday December 5th, 2008 5:50:34 AM
Monthor goes with Dwight to ensure that his little buddy doesn't get into trouble.
VedikCurrent Spells AC 31 (13 touch) HP 214/214 Friday December 5th, 2008 2:34:59 PM
Vedik retires for the night, and prays for new spells in the morning more suitable to their underwater adventure.
DM Matt Monday December 8th, 2008 12:40:20 PM
In the morning, Dwight and Monthor head off to find a boat. At the docks, they find a mass of fishermen eager to be "the one who rented a boat to the adventurers." It seems word of the Knights has spread fast. Anywhere you go in the village, a small herd of people follow along, whispering and pointing.
The fishermen bid to undercut each other, and Dwight and Monthor soon find themselves renting a fair sized rowboat for 2 coppers a day. It seats 7-8 people, maybe 9 in a pinch, and seems seaworthy enough. When you ask the fishermen for someone to accompany the group, the awe and wonder fades quickly. No one seems willing to head out with the Knights, and there are rumblings about "getting heads chopped off" and "adventurers always being in danger."
Meanwhile, Plyf does a thorough search for anyone selling potions, oils, balms, or something that might help with an underwater expedition. Unfortunately, her search produces no results. The best Plyf can do is a woman with a basket full of glass jars with odd-colored liquid inside. In fact, the old lady was waiting outside the tavern when Plyf emerged, and didn't seem to be hawking her wares until Plyf was visible.
Plyf sense motive DC 15 Highlight to display spoiler: {The lady is crazy, and not very good at deception. She is trying to sell these jars as magic potions, except that they don't look anything like real potions, and she is only charging a few gold coins for each. In fact, one of the jars seems to have some jelly left in it.}
Meanwhile, Vedik and Tratain wander about town, taking in the scant sights and waiting for their comrades to return.
Vedik and Tratain spot DC 10 Highlight to display spoiler: { A young boy, maybe 14, has been following you for about a half hour. He isn't very good at it. He repeatedly trips over things in the street, stops to talk to friends (pointing at you openly), and the like. You catch repeated glimpses of him trying to move from building to building to follow you "unseen."
The debacle finally becomes more than you can bear, and you laughingly approach him. After seeing the ruse is up, he straightens up and says, quite seriously (though with a hint of nervousness), "I am Jason. I'm a spy! Pretty good with a dagger too!" he attempts to pull a short blade from his belt, and it goes flying, landing point down in the dirt several feet off. "Well I'm nervous . . . . But I want to join up! I can be really helpful. I'm practicing to be an adventurer just like you. Maybe I'm not quite as good, but I'm getting better, and someone has to take a chance on me!" He looks at you eagerly.}
By lunch time, the Knights find themselves together again by the docks, with a boat, oars anchor, and plenty of rope.
Plyf d20+7=15 ; Monday December 8th, 2008 1:05:00 PM
Plyf smiles at the lady and wonders what she is up to.
After listening to her words and looking at the product, she is inclined to be upset until she understands how insane the woman is. Thankfully, her knowledge of people in general keeps her from being suckered into a deal she would later regret.
"No thank you." she tells the woman and goes to find her group members.
Once there, since it seems the community is rather small, she informs them of her lack of progress in obtaining results, in find an alchemist of true quality.
Sense Motive: 15 (barely nailed that one)
Dwight hp 99, ac 16 d20+13=32 ; Monday December 8th, 2008 9:53:22 PM
Dwight pays the fisherman the agree upon price, and informs the man that he fully intents to return with his head attached.
-----
Back with the group. "Well I got a worthy enough boat for us to use, and plenty of rope that we should be able to anchor her to whereever we end up going down at."
"Anything else we need to do? It will likely take us two hours or so to get out to the area. If we want to get there at low tide, we best set out."
-------
Once on the boat, Dwight offers to scout ahead just up ahead of the boat on his broom. He tries to wait until the party is out over the water abit, to avoid any close spectators. Dwight still prefers the general public not see him fly his broom. (Not sure what Dwight will be able to see, but Dwight doesn't feel comfortable having the group all in a small boat)
Spot: 32
MonthorHit Points:(152 of 155) AC 25 Tuesday December 9th, 2008 5:57:59 AM
Rocking back and forth on the back if his feet for a few seconds, Monthor takes his seat in the boat.
" Me hates boat...."
ooc> Who's casting what spell effects before we take the big plunge?
VedikCurrent Spells AC 31 (13 touch) HP 214/214 d20+8=19 ; Tuesday December 9th, 2008 8:40:54 AM
Vedik prays for his spells in the morning, anoints his armor and shield and casts his normal spells before heading out for the day.
Vedik turns to the boy with a stern look, but a twinkle in his eye. "A spy eh? So that means you got good eyes lad? We could use a look out. We'd need ya to stay on the shore for a while, watch our boat out in the water. I know its not exciting, but that boat's our guide line back to the surface. Just keep an eye on it from the shore. I'll give you a gold coin now, and more when the jobs done. You may want to see about some food for the day, you could be on the shore a while waiting for us. If nightfall comes and we're not returned, get some dinner and come back in the morning. Also, make sure you get all your chores done and it's ok with your folks. I mean that!" Meet us down by the docks by lunchtime. Oh..and before you go, whats your name lad?"
Vedik hands the boy a gold coin as promised.
By lunch time he meets up with the Grey Knights. If the kid is there, he introduces him to the Grey Knights as their spy and lookout for this mission, trying to make it sound as serious as possible.
He answers Monthor's question. "I'll be casting water breathing on those that need it. There's 5 of us, so that gives us a little more than six hours per casting. I've prayed for three spells, in case something down there dispells the magic. I have to touch you to cast it, so try not to go too far. I have a few freedom of movement spells ready, but I think its best to save them for combat. Which means you, Tratain and I will likely sink like a stone. Keep your eyes sharp, and watch for signals."
He takes a moment to work out some basic hand signals, as they wont be able to talk underwater.
He casts Water Breathing on the 5 knights, and makes ready to take the plunge.
MonthorHit Points:(152 of 155) AC 25 Tuesday December 9th, 2008 9:39:23 AM
ooc> Monthor has a necklace of adaptation. No need for the breathing spell. Thanks anyway.
Plyf Tuesday December 9th, 2008 10:55:45 AM
"Thank you for the spells", Plyf replies in a relieved voice. She thanks the young man for his service, but wonders why he has the idea they need a "spy". (Sense Motive).
"If we enter combat, I will be needing a freedom of Movement spell, if I am to use my bow or rapier, but I have concerns about old traps and such also as well as undead and sea monsters inhabiting the city. The village hasn't been plagued by random atacks so if anything is there to attack us, let's hope it stays there if we get killed or need to leave. The last thing we want is unleashing the wrath of the unknown on innocents."
When they are alone, she asks Dwight, "Is it possible to tie the boat to your broom and you can haul us out there faster then if we rowed?"
VedikCurrent Spells AC 31 (13 touch) HP 214/214 Tuesday December 9th, 2008 11:32:50 AM
OOC: If Monthor doesnt need it, then its on 4 people for 8 hours.
Plyf d20+7=15 ; Tuesday December 9th, 2008 11:47:52 AM
OOC: Oops, I forgot my Sense Motive check.
Sense Motive DC: 15 (again)
DM Matt Tuesday December 9th, 2008 1:31:45 PM
Plyf politely thanks the old woman and moves along. Meanwhile, Dwight and Monthor obtain the boat and make ready to head out.
Thinking quickly, Vedik decides that the boy (Jason) can be of use to the Knights despite his apparent bungling. Maybe not a real use, but Jason doesn't seem to notice Vedik's patronizing. "Really?!" he exclaims. "I - I'll be ready on time sir!" he runs off to do what Vedik asked.
[Vedik - 1 hero point for original thinking. Rather than send the boy off, Vedik maintained a good relation with the townsfolk and made the boy feel useful]
Monthor takes his seat in the boat, looking quite nervous and expressing his strong dislike of boats in general. As if on cue, the boat rocks severely when he sits, almost splashing him into the water.
Right on time, the boy Jason appears and takes a place on the dock. If anyone approaches, he orders them off, explaining that he is on very important business for the "new adventurers."
After the boat sets out, Dwight heads forward on his broom to scout. The waters are relatively calm, and he sees nothing to cause concern.
Vedik works on a series of hand signals for the group to communicate underwater, and casts water breathing on anyone who needs it.
[hand signals: if you are using this method, we'd have to go with the sense motive rules for conveying an unspoken/secret message. However, since the group is working on it during the trip, everyone will get a +3 to the check]
Soon enough, you find yourselves near the spot Dwight and Monthor identified the night before. Just as the sailors said, you can see the reddish stone points of the towers sticking just above the water. It's easy enough to anchor the boat to one of the towertops (or you could drop the anchor if you like).
TratainCurrent Spells Tuesday December 9th, 2008 4:18:44 PM
On the way out to the City under the Water Tratain Practices the hand signals that Vedik has come up with with the others. Once they reach thier destination Tratain says "We should probably tie the boat to one of the Towers, it might make it a little easier to get back if we can just scale up the tower to the boat."
Once everyone is ready He says "Lets try and use these buildings to help us get down, while I'm pretty sure I could just jump over the side and get there eventually, I'd rather it be in a controlled manner."
He then attempts to use the buildings to help control his decent into the underwater city.
OOC:Sorry for missing posts, was pretty under the weather for a while, Did we lose Arien somehow? I haven't seem him post in a long while either.
Dwight hp 99, ac 16 d20+13=30 ; d20+13=29 ; d20=6 ; Tuesday December 9th, 2008 9:51:23 PM
Dwight lets everyone else drop down first, giving a good tug on the rope after a bit to check that it is tied and that enough slack remains to account for the incoming tide. Then, following Tratain lead, he signals to himself, time to go. One last scan around (spot: 3) and splash he goes.
He sinks to the bottom, guiding himself with a nearby building and looking inside as time permits to see when last the innerards (sp?) were distrubed. (spot: 29, gather info: 6)
---------- Waterbreathing [Vedki] 8 hours
OOC: Can I get a DM ruling on the use of a flying broom underwater? (works as fly spell, which means it doesn't work?)
MonthorHit Points:(152 of 155) AC 25 Wednesday December 10th, 2008 5:50:46 AM
Monthor stands and cannon balls out of the boat and into the water....
" TALLY HOOOOOOOOOO!!!!!!"
With a big SPLASH!!!! Monthor and Fred the axe enter the dark watery domain... Onwards to a new adventure.
VedikCurrent Spells AC 31 (13 touch) HP 214/214 Wednesday December 10th, 2008 7:27:55 AM
Vedik jumps into the water, chuckling at Monthor's outburst. Activating his wings as he submerges, he uses them to slow and control his descent.
He peers around, looking for anything that might indicate their goal.
Plyf d20+3=13 ; Wednesday December 10th, 2008 8:35:25 AM
Plyf secures all of her personal possessions to be sure that nothing falls into the water. She is a bit unsure of the spell placed upon her, never having breathed water before and watches the others as the spell seems to work. Out of habit, she holds her breath as long as she can, hoping it wasn't just a mean practical joke to kill her and dives into the water. She quickly comes to the surface holding onto the side of the boat and tests the spell. It is unbelievable to her that it works and she dives after her friends again using what skill she has.
Swim: 13
MonthorHit Points:(152 of 155) AC 25 Thursday December 11th, 2008 7:38:51 AM
Monthor takes in the sights of the watery depths as he slowly sinks towards the bottom....
Plyf d20+17=25 ; Thursday December 11th, 2008 1:00:06 PM
If Plyf sees that Monthor sinks faster then she can swim, she will attepmt to reach out and grab onto his armor, so that they can sink in unison.
Touch attack to grab monthor for faster sinking. AC 25
DM Matt Thursday December 11th, 2008 7:07:23 PM
Various OOCs: I think we did lose Arien. Haven't heard from him in a long time. I thought maybe he had left when Jova did.
Dwight, sorry, no broom underwater. It would need a swim speed.
-------------------------------- Tratain suggests using the towers to make a controlled descent into the sunken city of Erythrain. Climbing carefully over the side, he attempts to do just that. In fact, his armor pulls him down, and if he let go, he could probably sink quite quickly, but with the ample handholds on the aging tower brickwork, he can see that climbing down slowly shouldn't be much of a problem.
Monthor, on the other hand, decides to take the express route, and jumps right into the water. He finds himself sinking fairly quickly toward the ocean bottom. He can first see the reddish tower tops rushing past him, then as his eyes adjust, a wider view of the city greets him. Half-fallen towers, crumbling buildings, villas, pavilions and squares overrun with lichens and sea plants. The large city is made entirely of the reddish brick.
Monthor's panoramic view is gone quickly as he approaches the bottom and the buildings surround him. With a light bump, he lands on the ocean floor and awaits his friends.
Vedik jumps in next, not using Tratain's method, but using his wings for a more controlled descent. [note: the wings won't let you move like they would above (no fly speed), but they will work to help control your movement, sinking, etc.]
Plyf, rather nervous, takes a short dip in the water to test the magical breathing. Finding that it works well enough (albeit an odd sensation), she dives in and swims downward. Not being as heavily encumbered, she has far less problem simply using her own arms and legs to move around in the water.
Dwight pops into the water last, climbing nimbly down behind his companions and trying to get a good look around the sunken city.
Within a few moments, everyone has reached the ocean floor. All told, you are about 75-80 feet below the surface. [treat as low-light for vision purposes]
Looking around, you see that the sunken city was built as a wide open place. The buildings are spacious and placed with plenty of room between. The avenues, or what is left of them, are wide and open. The reddish hue of the buildings gives the slight light an eery cast.
Lichens, sea-moss and other aquatic plants abound. The bricks of the buildings are cracked and broken in most places, and dully-colored, small fish dart here and there, swimming close to inspect you, then flitting away quickly.
Judging from your view on the way down, you judge that you are fairly close to the center of the city, and between the wide avenues and lack of sturdy walls to obstruct you, it would be pretty easy to move in whichever direction you choose.
[questions on layout, direction, etc., feel free to email me, I may be able to answer more quickly]
Dwight hp 99, ac 16 Thursday December 11th, 2008 8:35:54 PM
Dwight offers his own spectulations as to which building might contain the reasons for their visit. It was likely held in a church or main building, which of these Based on what he saw on his way down, he picks one that most resembles a church, power center or library.
Feeling sluggish underwater, Dwight points to the building that he has identified (if he finds one). Opening his palms as a book would open, or pointing to religious symbols to help the group members understand why he points so.
VedikCurrent Spells AC 31 (13 touch) HP 214/214 d20+13=33 ; Friday December 12th, 2008 11:43:53 AM
Vedik follows Dwights pointing. Although he doesn't really follow what he means, it's clear he has a notion about a few of the buildings. Trusting the halfling, Vedik makes motions towards the buildings himself, pointing to Monthor to take point.
He takes a close look at the structures of the buildings, using his keen dwarven eye to determine anything he can about them as he follows behind Monthor.
OOC: Knowledge Architecture/Engineering: 33 (Nat 20) (31 if the buildings are not stone or metal)
Plyf d20+7=9 ; d20+7=18 ; d20+7=11 ; d20+10=13 ; Friday December 12th, 2008 12:30:05 PM
Plyf follows her comrades and looks about for all the vessels that supposidly sank from the tops of towers. She enjoys the swim, never having been this deep and trys not to be destracted by the pretty fish that swim in schools in the area.
OOC: DM, I would like to suggest that some conversation would be possible within ten to fifteen feet of each other. We are able to breath the water and sound does travel in water as well.
Listen: 9 Sense Motive on Dwight: 18 Spot: 13
Dwight hp 99, ac 16 d20+3=11 ; Friday December 12th, 2008 4:52:41 PM
OOC: Sense motive on Dwight? Guess I need a counter-defending bluff: 11
Plyf Friday December 12th, 2008 5:36:26 PM
OOC: Yea, the DM said we need a Sense Motive to understand the hand signals, but we had a +3 to the check because we preplanned those signals.
Dwight hp 99, ac 16 Friday December 12th, 2008 8:39:12 PM
OOC: true enough, I was thinking you thought I was a Thief or something :)
Plyf Monday December 15th, 2008 1:37:45 PM
OOC: Waiting for DM post, will post tomorrow morning.
We're Gonna Need a Bigger Boat - DM Dan Monday December 15th, 2008 10:50:11 PM
A few OoC things Please list active spells and abilities like low light or darkvision to help me out As a rule if you are looking or doing somethin in which you would like possible specific info returned, make an appropriate skill check
Beneath the waves at this depth, things are still relatively warm and light manages to penetrate. The water is fairly clear, but those without enhanced vision can still only see about 40'. Even directly in front of you the shadow flicker about and force you to recognize determining the exact position of a target may be difficult. Those with low light vision can see normally to about 40' and then the dancing shadows from the surface begin to affect you, finally limiting your sight at 80'. Any with darkvision find the dim world beneath the waves to be very much like in the lightless world of the underground.
Vedick's keen eye and attention for architecture begin to pay off immediately. Under the grime of most of the buildings, he can make out the now discolored red stone. The workmanship is extraordinary, more so given how long these structures have been exposed to the grinding decay of salt water and lichen growth pulling at them. Many still tower several stories towards the light of the surface and are completely intact. this section of the city, the dwarf quickly asertains, was a housing area. many lower levels seem to be small shops, likely for everyday needs such as food and drink. The upper levels for living. the buildings do not stand in isolation, but are rather in street rows of about 8 units running some 25' each. The roads are wide, or rather gaps now under the waves, are great enough for stands to easily have been out front on each side with a small crowd and still allowing for a pair of wagons to pass each other. All told the distance is nearly 50'.
Debris is littered all over, bits of plank and rope. A stray barrel out of place here, the glint of a sword buried in the sand there. Evidence that the entire city is one enormous debris field of countless vessels torn open by the mighty turrents of the red city towers. What is not evident to Plyf and indeed any of you, is any large sections of hull or cargo. Surely not every ship was torn to such small pieces.
Plyf then spots behind the group and black movement in the shadow at the very edge of vision. A shadow, perhaps. A massive school of fish just then shoot down the main thoroughfare the party stands in at high speed. Directly away from, Plyf notices, the phantom shadow he just saw.
VedikCurrent Spells AC 31 (13 touch) HP 214/214 d20+13=33 ; Tuesday December 16th, 2008 9:33:45 AM
Vedik folds his wings in, deactivating them. The impressiveness of the architecture brings a smile to Vedik's face. He spends a moment appreciating the construction, wishing he could speak to the architects. He looks towards the other sections, trying to gauge where their target might be.
Enthralled by the buildings, he remains oblivious to the potential danger.
OOC: K: Arch/Eng again, to figure out where likely places may be. 33.
Vedik has Darkvision 60' Mind Blank (SL 8, CL 16, 24 hours, cast in morning) Greater Magic Weapon,Ex (SL 4, CL 16, 1/32 hours, cast in morning) Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning) Magic Vestment (SL 3, CL 18, 1/18 hours, cast in morning) Delay Poison,Ex (SL 2, CL 16, 1/32 hours, cast in morning) Ring of Counterspells - Greater Dispel Magic Water Breathing (SL 3, CL 16, 8 hours, cast before entering water)
Plyf (AC:15/11 w/o dex; HP: 99; Low light vision; inspire courage, inspire competence) d20+6=26 ; d20+7=14 ; d20+10=18 ; d20+3=5 ; Tuesday December 16th, 2008 11:46:03 AM
"Come my friends for dangers present, woe woe woe woe, woe woe woe!" "Let's now turn about to face it, woe woe woe woe, woe woe woe." "A dark shadow comes forth to meet us, woe woe woe, woe woe woe, woe woe ...woe" "Now's the time to draw your weapons, woe woe woe woe woe, woe woe woe....woe"
Plyf begins to sing loudly, to encourage her friends to action, as well as using the hand signals they practiced, in case they cant hear her, to inform them of the danger, then swims behind those that have much more armor then she has.
DM Sanity note: Inspire Courage (Su) A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su) A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill
TratainCurrent Spells d20+12=32 ; Tuesday December 16th, 2008 4:01:23 PM
Tratain takes in the Wonders of the Undersea City but upon seeing that Plyf seems to be agitated he looks around for anything dangerous and makes ready to defend the Party just in case it should become necessary.
(Spot 32, Natural 20)
---------------------------------------- Magic Vestment - Armor, Heavy Fortification; 20 Hours Magic Vestment - Shield, Reflecting; 20 Hours Ring of Counterspells - Greater Dispel Magic x2 Water Breathing - 8 Hours Greater Magic Weapon, Adamantite Holy Warhammer; 20 Hours Tongues, See Invisibility, Comprehend Language; Permanent